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Unity Engine


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

texture

The Texture to obtain the Sprite graphic from.

rect

The rectangular section of the Texture to use for the Sprite.

pivot

The Sprite's pivot point relative to its graphic rectangle.

pixelsPerUnit

The number of pixels in the Sprite that correspond to one unit in world space.

extrude

The amount by which the Sprite mesh should be expanded outwards.

The type of mesh that is generated for the Sprite.

border

The border sizes of the Sprite (X=left, Y=bottom, Z=right, W=top).

generateFallbackPhysicsShape

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
rect
defines the sub-texture used. The
rect
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
pivot
determines what becomes the center of the Sprite. This is a
Vector2
relative to the
rect
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
extrude
value defines the number of pixels which surround the
Sprite
. This is useful if the Sprite is included in an atlas.
meshType
selects whether FullRect or
Tight
is used. Finally
border
determines the slicing of the Sprite and is usually used to define Sprite tiling behaviour. The values are in pixel units.
Additional 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

texture

The Texture to obtain the Sprite graphic from.

rect

The rectangular section of the Texture to use for the Sprite.

pivot

The Sprite's pivot point relative to its graphic rectangle.

pixelsPerUnit

The number of pixels in the Sprite that correspond to one unit in world space.

extrude

The amount by which the Sprite mesh should be expanded outwards.

The type of mesh that is generated for the Sprite.

border

The border sizes of the Sprite (X=left, Y=bottom, Z=right, W=top).

generateFallbackPhysicsShape

Whether to generate a default physics shape for the Sprite.

secondaryTextures

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
rect
defines the sub-texture used. The
rect
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
pivot
determines what becomes the center of the Sprite. This is a
Vector2
relative to the
rect
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
extrude
value defines the number of pixels which surround the
Sprite
. This is useful if the Sprite is included in an atlas.
meshType
selects whether FullRect or
Tight
is used. Finally
border
determines the slicing of the Sprite and is usually used to define Sprite tiling behaviour. The values are in pixel units.
Additional 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

texture

The Texture to obtain the Sprite graphic from.

rect

The rectangular section of the Texture to use for the Sprite.

pivot

The Sprite's pivot point relative to its graphic rectangle.

pixelsPerUnit

The number of pixels in the Sprite that correspond to one unit in world space.

extrude

The amount by which the Sprite mesh should be expanded outwards.

The type of mesh that is generated for the Sprite.

border

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
rect
defines the sub-texture used. The
rect
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
pivot
determines what becomes the center of the Sprite. This is a
Vector2
relative to the
rect
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
extrude
value defines the number of pixels which surround the
Sprite
. This is useful if the Sprite is included in an atlas.
meshType
selects whether FullRect or
Tight
is used. Finally
border
determines the slicing of the Sprite and is usually used to define Sprite tiling behaviour. The values are in pixel units.
Additional 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

texture

The Texture to obtain the Sprite graphic from.

rect

The rectangular section of the Texture to use for the Sprite.

pivot

The Sprite's pivot point relative to its graphic rectangle.

pixelsPerUnit

The number of pixels in the Sprite that correspond to one unit in world space.

extrude

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
rect
defines the sub-texture used. The
rect
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
pivot
determines what becomes the center of the Sprite. This is a
Vector2
relative to the
rect
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
extrude
value defines the number of pixels which surround the
Sprite
. This is useful if the Sprite is included in an atlas.
meshType
selects whether FullRect or
Tight
is used. Finally
border
determines the slicing of the Sprite and is usually used to define Sprite tiling behaviour. The values are in pixel units.
Additional 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

texture

The Texture to obtain the Sprite graphic from.

rect

The rectangular section of the Texture to use for the Sprite.

pivot

The Sprite's pivot point relative to its graphic rectangle.

pixelsPerUnit

The number of pixels in the Sprite that correspond to one unit in world space.

extrude

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
rect
defines the sub-texture used. The
rect
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
pivot
determines what becomes the center of the Sprite. This is a
Vector2
relative to the
rect
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
extrude
value defines the number of pixels which surround the
Sprite
. This is useful if the Sprite is included in an atlas.
meshType
selects whether FullRect or
Tight
is used. Finally
border
determines the slicing of the Sprite and is usually used to define Sprite tiling behaviour. The values are in pixel units.
Additional 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

texture

The Texture to obtain the Sprite graphic from.

rect

The rectangular section of the Texture to use for the Sprite.

pivot

The Sprite's pivot point relative to its graphic rectangle.

pixelsPerUnit

The number of pixels in the Sprite that correspond to one unit in world space.

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
rect
defines the sub-texture used. The
rect
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
pivot
determines what becomes the center of the Sprite. This is a
Vector2
relative to the
rect
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
extrude
value defines the number of pixels which surround the
Sprite
. This is useful if the Sprite is included in an atlas.
meshType
selects whether FullRect or
Tight
is used. Finally
border
determines the slicing of the Sprite and is usually used to define Sprite tiling behaviour. The values are in pixel units.
Additional 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

texture

The Texture to obtain the Sprite graphic from.

rect

The rectangular section of the Texture to use for the Sprite.

pivot

The Sprite's pivot point relative to its graphic rectangle.

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
rect
defines the sub-texture used. The
rect
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
pivot
determines what becomes the center of the Sprite. This is a
Vector2
relative to the
rect
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
extrude
value defines the number of pixels which surround the
Sprite
. This is useful if the Sprite is included in an atlas.
meshType
selects whether FullRect or
Tight
is used. Finally
border
determines the slicing of the Sprite and is usually used to define Sprite tiling behaviour. The values are in pixel units.
Additional 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(); }}