Create
Create a new Sprite object.
Read time 19 minutesLast updated 5 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
Create(Texture2D, Rect, Vector2, float, uint, SpriteMeshType, Vector4, bool)
Create a new Sprite object.
public static Sprite Create(Texture2D texture, Rect rect, Vector2 pivot, float pixelsPerUnit, uint extrude, SpriteMeshType meshType, Vector4 border, bool generateFallbackPhysicsShape)
Parameters
The Texture to obtain the Sprite graphic from.
The rectangular section of the Texture to use for the Sprite.
The Sprite's pivot point relative to its graphic rectangle.
The number of pixels in the Sprite that correspond to one unit in world space.
The amount by which the Sprite mesh should be expanded outwards.
The type of mesh that is generated for the Sprite.
The border sizes of the Sprite (X=left, Y=bottom, Z=right, W=top).
Whether to generate a default physics shape for the Sprite.
Returns
Type | Description |
|---|---|
| Sprite |
Remarks
Sprite.Create creates a new Sprite which can be used in game applications. A Texture needs to be loaded and assigned to Sprite.Create in order to control how the new Sprite will look. In the script example below a new Sprite is displayed when the button is pressed. The new Sprite is created in Start.
The second argument defines the sub-texture used. The argument is defined in pixels of the Texture. A Rect(50.0f, 10.0f, 200.0f, 140.0f) would create a left to right range from 50.0f to 50.0f + 200.0f = 250.0f. The bottom to top range would be 10.0f to 10.0f + 140.0f = 150.0f. The third argument determines what becomes the center of the Sprite. This is a relative to the where Vector2(0.0f, 0.0f) is the bottom left and Vector2(1.0f, 1.0f) is the top right. The Sprite.pixelsPerUnit value controls the size of the Sprite. Reducing this below 100 pixels per world increases the size of the Sprite. The value defines the number of pixels which surround the . This is useful if the Sprite is included in an atlas. selects whether FullRect or is used. Finally determines the slicing of the Sprite and is usually used to define Sprite tiling behaviour. The values are in pixel units.
rectrectpivotVector2rectextrudeSpritemeshTypeTightborderAdditional Resources: SpriteRenderer class.
// Create a Sprite at startup.// Assign a Texture to the Sprite when the button is pressed.using UnityEngine;public class SpriteCreate : MonoBehaviour{ public Texture2D tex; private Sprite mySprite; private SpriteRenderer sr; void Awake() { sr = gameObject.AddComponent<SpriteRenderer>() as SpriteRenderer; sr.color = new Color(0.9f, 0.9f, 0.9f, 1.0f); transform.position = new Vector3(1.5f, 1.5f, 0.0f); } void Start() { mySprite = Sprite.Create(tex, new Rect(0.0f, 0.0f, tex.width, tex.height), new Vector2(0.5f, 0.5f), 100.0f); } void OnGUI() { if (GUI.Button(new Rect(10, 10, 100, 30), "Add sprite")) { sr.sprite = mySprite; } }}
The following code example shows how to create a Sprite at startup with Secondary Texture properties.
using UnityEngine;// Create a Sprite at startup with Secondary Textures propertiespublic class ExampleClass : MonoBehaviour{ void Start() { var texture = new Texture2D(64, 64); var secondaryTexture1 = new Texture2D(64, 64); var secondaryTexture2 = new Texture2D(64, 64); var secondaryTexture3 = new Texture2D(64, 64); var secondarySpriteTexture = new[] { new SecondarySpriteTexture() { name = "_SecondaryTexture1", texture = secondaryTexture1 }, new SecondarySpriteTexture() { name = "_SecondaryTexture2", texture = secondaryTexture2 }, new SecondarySpriteTexture() { name = "_SecondaryTexture3", texture = secondaryTexture3 } }; var sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), Vector2.zero, 100, 0, SpriteMeshType.FullRect, Vector4.zero, false, secondarySpriteTexture); int spriteSecondaryTextureCount = sprite.GetSecondaryTextureCount(); }}
Create(Texture2D, Rect, Vector2, float, uint, SpriteMeshType, Vector4, bool, SecondarySpriteTexture[])
Create a new Sprite object.
public static Sprite Create(Texture2D texture, Rect rect, Vector2 pivot, float pixelsPerUnit, uint extrude, SpriteMeshType meshType, Vector4 border, bool generateFallbackPhysicsShape, SecondarySpriteTexture[] secondaryTextures)
Parameters
The Texture to obtain the Sprite graphic from.
The rectangular section of the Texture to use for the Sprite.
The Sprite's pivot point relative to its graphic rectangle.
The number of pixels in the Sprite that correspond to one unit in world space.
The amount by which the Sprite mesh should be expanded outwards.
The type of mesh that is generated for the Sprite.
The border sizes of the Sprite (X=left, Y=bottom, Z=right, W=top).
Whether to generate a default physics shape for the Sprite.
The Secondary Texture properties to be used by the created Sprite.
Returns
Type | Description |
|---|---|
| Sprite |
Remarks
Sprite.Create creates a new Sprite which can be used in game applications. A Texture needs to be loaded and assigned to Sprite.Create in order to control how the new Sprite will look. In the script example below a new Sprite is displayed when the button is pressed. The new Sprite is created in Start.
The second argument defines the sub-texture used. The argument is defined in pixels of the Texture. A Rect(50.0f, 10.0f, 200.0f, 140.0f) would create a left to right range from 50.0f to 50.0f + 200.0f = 250.0f. The bottom to top range would be 10.0f to 10.0f + 140.0f = 150.0f. The third argument determines what becomes the center of the Sprite. This is a relative to the where Vector2(0.0f, 0.0f) is the bottom left and Vector2(1.0f, 1.0f) is the top right. The Sprite.pixelsPerUnit value controls the size of the Sprite. Reducing this below 100 pixels per world increases the size of the Sprite. The value defines the number of pixels which surround the . This is useful if the Sprite is included in an atlas. selects whether FullRect or is used. Finally determines the slicing of the Sprite and is usually used to define Sprite tiling behaviour. The values are in pixel units.
rectrectpivotVector2rectextrudeSpritemeshTypeTightborderAdditional Resources: SpriteRenderer class.
// Create a Sprite at startup.// Assign a Texture to the Sprite when the button is pressed.using UnityEngine;public class SpriteCreate : MonoBehaviour{ public Texture2D tex; private Sprite mySprite; private SpriteRenderer sr; void Awake() { sr = gameObject.AddComponent<SpriteRenderer>() as SpriteRenderer; sr.color = new Color(0.9f, 0.9f, 0.9f, 1.0f); transform.position = new Vector3(1.5f, 1.5f, 0.0f); } void Start() { mySprite = Sprite.Create(tex, new Rect(0.0f, 0.0f, tex.width, tex.height), new Vector2(0.5f, 0.5f), 100.0f); } void OnGUI() { if (GUI.Button(new Rect(10, 10, 100, 30), "Add sprite")) { sr.sprite = mySprite; } }}
The following code example shows how to create a Sprite at startup with Secondary Texture properties.
using UnityEngine;// Create a Sprite at startup with Secondary Textures propertiespublic class ExampleClass : MonoBehaviour{ void Start() { var texture = new Texture2D(64, 64); var secondaryTexture1 = new Texture2D(64, 64); var secondaryTexture2 = new Texture2D(64, 64); var secondaryTexture3 = new Texture2D(64, 64); var secondarySpriteTexture = new[] { new SecondarySpriteTexture() { name = "_SecondaryTexture1", texture = secondaryTexture1 }, new SecondarySpriteTexture() { name = "_SecondaryTexture2", texture = secondaryTexture2 }, new SecondarySpriteTexture() { name = "_SecondaryTexture3", texture = secondaryTexture3 } }; var sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), Vector2.zero, 100, 0, SpriteMeshType.FullRect, Vector4.zero, false, secondarySpriteTexture); int spriteSecondaryTextureCount = sprite.GetSecondaryTextureCount(); }}
Create(Texture2D, Rect, Vector2, float, uint, SpriteMeshType, Vector4)
Create a new Sprite object.
public static Sprite Create(Texture2D texture, Rect rect, Vector2 pivot, float pixelsPerUnit, uint extrude, SpriteMeshType meshType, Vector4 border)
Parameters
The Texture to obtain the Sprite graphic from.
The rectangular section of the Texture to use for the Sprite.
The Sprite's pivot point relative to its graphic rectangle.
The number of pixels in the Sprite that correspond to one unit in world space.
The amount by which the Sprite mesh should be expanded outwards.
The type of mesh that is generated for the Sprite.
The border sizes of the Sprite (X=left, Y=bottom, Z=right, W=top).
Returns
Type | Description |
|---|---|
| Sprite |
Remarks
Sprite.Create creates a new Sprite which can be used in game applications. A Texture needs to be loaded and assigned to Sprite.Create in order to control how the new Sprite will look. In the script example below a new Sprite is displayed when the button is pressed. The new Sprite is created in Start.
The second argument defines the sub-texture used. The argument is defined in pixels of the Texture. A Rect(50.0f, 10.0f, 200.0f, 140.0f) would create a left to right range from 50.0f to 50.0f + 200.0f = 250.0f. The bottom to top range would be 10.0f to 10.0f + 140.0f = 150.0f. The third argument determines what becomes the center of the Sprite. This is a relative to the where Vector2(0.0f, 0.0f) is the bottom left and Vector2(1.0f, 1.0f) is the top right. The Sprite.pixelsPerUnit value controls the size of the Sprite. Reducing this below 100 pixels per world increases the size of the Sprite. The value defines the number of pixels which surround the . This is useful if the Sprite is included in an atlas. selects whether FullRect or is used. Finally determines the slicing of the Sprite and is usually used to define Sprite tiling behaviour. The values are in pixel units.
rectrectpivotVector2rectextrudeSpritemeshTypeTightborderAdditional Resources: SpriteRenderer class.
// Create a Sprite at startup.// Assign a Texture to the Sprite when the button is pressed.using UnityEngine;public class SpriteCreate : MonoBehaviour{ public Texture2D tex; private Sprite mySprite; private SpriteRenderer sr; void Awake() { sr = gameObject.AddComponent<SpriteRenderer>() as SpriteRenderer; sr.color = new Color(0.9f, 0.9f, 0.9f, 1.0f); transform.position = new Vector3(1.5f, 1.5f, 0.0f); } void Start() { mySprite = Sprite.Create(tex, new Rect(0.0f, 0.0f, tex.width, tex.height), new Vector2(0.5f, 0.5f), 100.0f); } void OnGUI() { if (GUI.Button(new Rect(10, 10, 100, 30), "Add sprite")) { sr.sprite = mySprite; } }}
The following code example shows how to create a Sprite at startup with Secondary Texture properties.
using UnityEngine;// Create a Sprite at startup with Secondary Textures propertiespublic class ExampleClass : MonoBehaviour{ void Start() { var texture = new Texture2D(64, 64); var secondaryTexture1 = new Texture2D(64, 64); var secondaryTexture2 = new Texture2D(64, 64); var secondaryTexture3 = new Texture2D(64, 64); var secondarySpriteTexture = new[] { new SecondarySpriteTexture() { name = "_SecondaryTexture1", texture = secondaryTexture1 }, new SecondarySpriteTexture() { name = "_SecondaryTexture2", texture = secondaryTexture2 }, new SecondarySpriteTexture() { name = "_SecondaryTexture3", texture = secondaryTexture3 } }; var sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), Vector2.zero, 100, 0, SpriteMeshType.FullRect, Vector4.zero, false, secondarySpriteTexture); int spriteSecondaryTextureCount = sprite.GetSecondaryTextureCount(); }}
Create(Texture2D, Rect, Vector2, float, uint, SpriteMeshType)
Create a new Sprite object.
public static Sprite Create(Texture2D texture, Rect rect, Vector2 pivot, float pixelsPerUnit, uint extrude, SpriteMeshType meshType)
Parameters
The Texture to obtain the Sprite graphic from.
The rectangular section of the Texture to use for the Sprite.
The Sprite's pivot point relative to its graphic rectangle.
The number of pixels in the Sprite that correspond to one unit in world space.
The amount by which the Sprite mesh should be expanded outwards.
The type of mesh that is generated for the Sprite.
Returns
Type | Description |
|---|---|
| Sprite |
Remarks
Sprite.Create creates a new Sprite which can be used in game applications. A Texture needs to be loaded and assigned to Sprite.Create in order to control how the new Sprite will look. In the script example below a new Sprite is displayed when the button is pressed. The new Sprite is created in Start.
The second argument defines the sub-texture used. The argument is defined in pixels of the Texture. A Rect(50.0f, 10.0f, 200.0f, 140.0f) would create a left to right range from 50.0f to 50.0f + 200.0f = 250.0f. The bottom to top range would be 10.0f to 10.0f + 140.0f = 150.0f. The third argument determines what becomes the center of the Sprite. This is a relative to the where Vector2(0.0f, 0.0f) is the bottom left and Vector2(1.0f, 1.0f) is the top right. The Sprite.pixelsPerUnit value controls the size of the Sprite. Reducing this below 100 pixels per world increases the size of the Sprite. The value defines the number of pixels which surround the . This is useful if the Sprite is included in an atlas. selects whether FullRect or is used. Finally determines the slicing of the Sprite and is usually used to define Sprite tiling behaviour. The values are in pixel units.
rectrectpivotVector2rectextrudeSpritemeshTypeTightborderAdditional Resources: SpriteRenderer class.
// Create a Sprite at startup.// Assign a Texture to the Sprite when the button is pressed.using UnityEngine;public class SpriteCreate : MonoBehaviour{ public Texture2D tex; private Sprite mySprite; private SpriteRenderer sr; void Awake() { sr = gameObject.AddComponent<SpriteRenderer>() as SpriteRenderer; sr.color = new Color(0.9f, 0.9f, 0.9f, 1.0f); transform.position = new Vector3(1.5f, 1.5f, 0.0f); } void Start() { mySprite = Sprite.Create(tex, new Rect(0.0f, 0.0f, tex.width, tex.height), new Vector2(0.5f, 0.5f), 100.0f); } void OnGUI() { if (GUI.Button(new Rect(10, 10, 100, 30), "Add sprite")) { sr.sprite = mySprite; } }}
The following code example shows how to create a Sprite at startup with Secondary Texture properties.
using UnityEngine;// Create a Sprite at startup with Secondary Textures propertiespublic class ExampleClass : MonoBehaviour{ void Start() { var texture = new Texture2D(64, 64); var secondaryTexture1 = new Texture2D(64, 64); var secondaryTexture2 = new Texture2D(64, 64); var secondaryTexture3 = new Texture2D(64, 64); var secondarySpriteTexture = new[] { new SecondarySpriteTexture() { name = "_SecondaryTexture1", texture = secondaryTexture1 }, new SecondarySpriteTexture() { name = "_SecondaryTexture2", texture = secondaryTexture2 }, new SecondarySpriteTexture() { name = "_SecondaryTexture3", texture = secondaryTexture3 } }; var sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), Vector2.zero, 100, 0, SpriteMeshType.FullRect, Vector4.zero, false, secondarySpriteTexture); int spriteSecondaryTextureCount = sprite.GetSecondaryTextureCount(); }}
Create(Texture2D, Rect, Vector2, float, uint)
Create a new Sprite object.
public static Sprite Create(Texture2D texture, Rect rect, Vector2 pivot, float pixelsPerUnit, uint extrude)
Parameters
The Texture to obtain the Sprite graphic from.
The rectangular section of the Texture to use for the Sprite.
The Sprite's pivot point relative to its graphic rectangle.
The number of pixels in the Sprite that correspond to one unit in world space.
The amount by which the Sprite mesh should be expanded outwards.
Returns
Type | Description |
|---|---|
| Sprite |
Remarks
Sprite.Create creates a new Sprite which can be used in game applications. A Texture needs to be loaded and assigned to Sprite.Create in order to control how the new Sprite will look. In the script example below a new Sprite is displayed when the button is pressed. The new Sprite is created in Start.
The second argument defines the sub-texture used. The argument is defined in pixels of the Texture. A Rect(50.0f, 10.0f, 200.0f, 140.0f) would create a left to right range from 50.0f to 50.0f + 200.0f = 250.0f. The bottom to top range would be 10.0f to 10.0f + 140.0f = 150.0f. The third argument determines what becomes the center of the Sprite. This is a relative to the where Vector2(0.0f, 0.0f) is the bottom left and Vector2(1.0f, 1.0f) is the top right. The Sprite.pixelsPerUnit value controls the size of the Sprite. Reducing this below 100 pixels per world increases the size of the Sprite. The value defines the number of pixels which surround the . This is useful if the Sprite is included in an atlas. selects whether FullRect or is used. Finally determines the slicing of the Sprite and is usually used to define Sprite tiling behaviour. The values are in pixel units.
rectrectpivotVector2rectextrudeSpritemeshTypeTightborderAdditional Resources: SpriteRenderer class.
// Create a Sprite at startup.// Assign a Texture to the Sprite when the button is pressed.using UnityEngine;public class SpriteCreate : MonoBehaviour{ public Texture2D tex; private Sprite mySprite; private SpriteRenderer sr; void Awake() { sr = gameObject.AddComponent<SpriteRenderer>() as SpriteRenderer; sr.color = new Color(0.9f, 0.9f, 0.9f, 1.0f); transform.position = new Vector3(1.5f, 1.5f, 0.0f); } void Start() { mySprite = Sprite.Create(tex, new Rect(0.0f, 0.0f, tex.width, tex.height), new Vector2(0.5f, 0.5f), 100.0f); } void OnGUI() { if (GUI.Button(new Rect(10, 10, 100, 30), "Add sprite")) { sr.sprite = mySprite; } }}
The following code example shows how to create a Sprite at startup with Secondary Texture properties.
using UnityEngine;// Create a Sprite at startup with Secondary Textures propertiespublic class ExampleClass : MonoBehaviour{ void Start() { var texture = new Texture2D(64, 64); var secondaryTexture1 = new Texture2D(64, 64); var secondaryTexture2 = new Texture2D(64, 64); var secondaryTexture3 = new Texture2D(64, 64); var secondarySpriteTexture = new[] { new SecondarySpriteTexture() { name = "_SecondaryTexture1", texture = secondaryTexture1 }, new SecondarySpriteTexture() { name = "_SecondaryTexture2", texture = secondaryTexture2 }, new SecondarySpriteTexture() { name = "_SecondaryTexture3", texture = secondaryTexture3 } }; var sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), Vector2.zero, 100, 0, SpriteMeshType.FullRect, Vector4.zero, false, secondarySpriteTexture); int spriteSecondaryTextureCount = sprite.GetSecondaryTextureCount(); }}
Create(Texture2D, Rect, Vector2, float)
Create a new Sprite object.
public static Sprite Create(Texture2D texture, Rect rect, Vector2 pivot, float pixelsPerUnit)
Parameters
Returns
Type | Description |
|---|---|
| Sprite |
Remarks
Sprite.Create creates a new Sprite which can be used in game applications. A Texture needs to be loaded and assigned to Sprite.Create in order to control how the new Sprite will look. In the script example below a new Sprite is displayed when the button is pressed. The new Sprite is created in Start.
The second argument defines the sub-texture used. The argument is defined in pixels of the Texture. A Rect(50.0f, 10.0f, 200.0f, 140.0f) would create a left to right range from 50.0f to 50.0f + 200.0f = 250.0f. The bottom to top range would be 10.0f to 10.0f + 140.0f = 150.0f. The third argument determines what becomes the center of the Sprite. This is a relative to the where Vector2(0.0f, 0.0f) is the bottom left and Vector2(1.0f, 1.0f) is the top right. The Sprite.pixelsPerUnit value controls the size of the Sprite. Reducing this below 100 pixels per world increases the size of the Sprite. The value defines the number of pixels which surround the . This is useful if the Sprite is included in an atlas. selects whether FullRect or is used. Finally determines the slicing of the Sprite and is usually used to define Sprite tiling behaviour. The values are in pixel units.
rectrectpivotVector2rectextrudeSpritemeshTypeTightborderAdditional Resources: SpriteRenderer class.
// Create a Sprite at startup.// Assign a Texture to the Sprite when the button is pressed.using UnityEngine;public class SpriteCreate : MonoBehaviour{ public Texture2D tex; private Sprite mySprite; private SpriteRenderer sr; void Awake() { sr = gameObject.AddComponent<SpriteRenderer>() as SpriteRenderer; sr.color = new Color(0.9f, 0.9f, 0.9f, 1.0f); transform.position = new Vector3(1.5f, 1.5f, 0.0f); } void Start() { mySprite = Sprite.Create(tex, new Rect(0.0f, 0.0f, tex.width, tex.height), new Vector2(0.5f, 0.5f), 100.0f); } void OnGUI() { if (GUI.Button(new Rect(10, 10, 100, 30), "Add sprite")) { sr.sprite = mySprite; } }}
The following code example shows how to create a Sprite at startup with Secondary Texture properties.
using UnityEngine;// Create a Sprite at startup with Secondary Textures propertiespublic class ExampleClass : MonoBehaviour{ void Start() { var texture = new Texture2D(64, 64); var secondaryTexture1 = new Texture2D(64, 64); var secondaryTexture2 = new Texture2D(64, 64); var secondaryTexture3 = new Texture2D(64, 64); var secondarySpriteTexture = new[] { new SecondarySpriteTexture() { name = "_SecondaryTexture1", texture = secondaryTexture1 }, new SecondarySpriteTexture() { name = "_SecondaryTexture2", texture = secondaryTexture2 }, new SecondarySpriteTexture() { name = "_SecondaryTexture3", texture = secondaryTexture3 } }; var sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), Vector2.zero, 100, 0, SpriteMeshType.FullRect, Vector4.zero, false, secondarySpriteTexture); int spriteSecondaryTextureCount = sprite.GetSecondaryTextureCount(); }}
Create(Texture2D, Rect, Vector2)
Create a new Sprite object.
public static Sprite Create(Texture2D texture, Rect rect, Vector2 pivot)
Parameters
Returns
Type | Description |
|---|---|
| Sprite |
Remarks
Sprite.Create creates a new Sprite which can be used in game applications. A Texture needs to be loaded and assigned to Sprite.Create in order to control how the new Sprite will look. In the script example below a new Sprite is displayed when the button is pressed. The new Sprite is created in Start.
The second argument defines the sub-texture used. The argument is defined in pixels of the Texture. A Rect(50.0f, 10.0f, 200.0f, 140.0f) would create a left to right range from 50.0f to 50.0f + 200.0f = 250.0f. The bottom to top range would be 10.0f to 10.0f + 140.0f = 150.0f. The third argument determines what becomes the center of the Sprite. This is a relative to the where Vector2(0.0f, 0.0f) is the bottom left and Vector2(1.0f, 1.0f) is the top right. The Sprite.pixelsPerUnit value controls the size of the Sprite. Reducing this below 100 pixels per world increases the size of the Sprite. The value defines the number of pixels which surround the . This is useful if the Sprite is included in an atlas. selects whether FullRect or is used. Finally determines the slicing of the Sprite and is usually used to define Sprite tiling behaviour. The values are in pixel units.
rectrectpivotVector2rectextrudeSpritemeshTypeTightborderAdditional Resources: SpriteRenderer class.
// Create a Sprite at startup.// Assign a Texture to the Sprite when the button is pressed.using UnityEngine;public class SpriteCreate : MonoBehaviour{ public Texture2D tex; private Sprite mySprite; private SpriteRenderer sr; void Awake() { sr = gameObject.AddComponent<SpriteRenderer>() as SpriteRenderer; sr.color = new Color(0.9f, 0.9f, 0.9f, 1.0f); transform.position = new Vector3(1.5f, 1.5f, 0.0f); } void Start() { mySprite = Sprite.Create(tex, new Rect(0.0f, 0.0f, tex.width, tex.height), new Vector2(0.5f, 0.5f), 100.0f); } void OnGUI() { if (GUI.Button(new Rect(10, 10, 100, 30), "Add sprite")) { sr.sprite = mySprite; } }}
The following code example shows how to create a Sprite at startup with Secondary Texture properties.
using UnityEngine;// Create a Sprite at startup with Secondary Textures propertiespublic class ExampleClass : MonoBehaviour{ void Start() { var texture = new Texture2D(64, 64); var secondaryTexture1 = new Texture2D(64, 64); var secondaryTexture2 = new Texture2D(64, 64); var secondaryTexture3 = new Texture2D(64, 64); var secondarySpriteTexture = new[] { new SecondarySpriteTexture() { name = "_SecondaryTexture1", texture = secondaryTexture1 }, new SecondarySpriteTexture() { name = "_SecondaryTexture2", texture = secondaryTexture2 }, new SecondarySpriteTexture() { name = "_SecondaryTexture3", texture = secondaryTexture3 } }; var sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), Vector2.zero, 100, 0, SpriteMeshType.FullRect, Vector4.zero, false, secondarySpriteTexture); int spriteSecondaryTextureCount = sprite.GetSecondaryTextureCount(); }}