![]() ![]() Next we need to add the Sprites to the array. What’s different is that, in this case, the method of loading the Sprites is different, as you’ll be storing multiple Sprites in an array and retrieving the one that you want with an index.Ĭreating a Sprite array is simple, just add brackets to the Sprite variable to declare it as an array. What if you have multiple Sprites, such as Slices stored in a Sprite Sheet, and you want to switch to one of them, or all of them in order, or a random Sprite, all from a script? How to change a Sprite from a Sprite Sheet in UnityĬhanging a Sprite to another image from a Sprite Sheet can be done using a similar method as changing a single Sprite. But what if you want to change to one of a number of different Sprites? The example will easily change a Sprite Renderer’s existing sprite to use a different one instead. Like in this example if the Left Mouse Button is clicked: void Update() Then, when you want to change the Sprite, just call the Change Sprite function. SpriteRenderer = gameObject.GetComponent() Make sure to also set the Sprite Renderer reference in the Inspector, otherwise you’ll get an error.Īlternatively, if the script is on the same Game Object, you can easily get it by using Get Component in Start. ![]() Select the new Sprite by dragging it into the field or by using Circle Select. In the inspector select the new Sprite that you want to use by dragging it into the field or by using the circle select button. In scripting, it looks like this: public SpriteRenderer spriteRenderer Then set the Sprite property of the Sprite Renderer Component on the Game Object you wish to change to match the new, replacement Sprite. To change a Sprite from a script in Unity, create a reference variable to hold the new Sprite. Let’s start with the basics… How to change a Sprite from a script in Unity 3 Examples for changing a Sprite from a Sprite Array.How to load Sprites by file path (using Addressable Assets).How to load Sprites by filename (using the Resources folder).How to load Sprite from a Sprite Sheet into a Sprite Array (2 methods).How to change a single Sprite from script.So I’ve done a little digging and will be exploring each of them, along with their benefits and drawbacks, so that you can more confidently choose which one to use. There are several different uses and multiple methods available for changing sprites at runtime. However, if you’ve ever tried to load all of the Sprites from a Sprite Sheet into an array from a script, or if you’ve tried to load a Sprite by its filename, what appears to be a simple task can quickly become confusing. This may simply be because each developer’s specific needs are different, so it’s not always clear which method is the best or is the most efficient. If (!AssetDatabase.Although it’s a simple thing to do, changing a Sprite at runtime in Unity is a question that’s asked surprisingly often. Var selectedObject = Selection.activeObject ![]() Public class SpritesheetRename : MonoBehaviour Has anyone solved this issue? Can anyone tell me how to rewrite Texture Import Settings on slices without regenerating their meta data? If I rename the slices manually they will keep the original fileID. For example:įileIDToRecycleName: 21300000: UI_Buttons_0 In examining the meta files before and after my script, I see the renamed file has a few references to the old files in the "fileIDToRecycleName" section, and I'm wondering if that might be the issue. I've used both AssetImporter.SaveAndReimport (), and AssetDatabase.ReimportAsset (path, ImportAssetOptions.ForceUpdate), (both seeming to require calling EditorUtility.SetDirty() on my import settings), but both have the same results. I've tried using different methods for importing the asset, as I find that pretty unclear from the Unity documentation. The script I currently have seems to work fine, except that my references break ("Missing Sprite"). I thought it would be simple since you can do this manually through the Sprite Editor without any issues, but I have run into a difficult snag. I've been trying to write a quick script to rename sprite slices without breaking references to the sprites in sprite renderers or animations. ![]()
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