Component image
Introduction
A SpriteProvider defines a slice of a Texture2D as a Sprite that may be used by other components e.g. UIX Images to display graphics or produce backgrounds.
Usage
Name | Type | Description |
---|---|---|
persistent
|
Bool | Determines whether or not this item will be saved to the server. |
UpdateOrder
|
Int | Controls the order in which this component is updated. |
Enabled
|
Bool | Controls whether or not this component is enabled. |
HighPriorityIntegration
|
Bool | If true, integrating this asset (e.g. processing procedural assets) gets higher priority than assets with this flag off. An example is user laser procedural meshes. |
Texture
|
ITexture2D | The sprite to provide. |
Rect
|
Rect | The rectangle within the sprite to render. Note that the second x and y are actually the width and height of the Rect. The values are proportions of the width and height of the image in the Texture property. |
Borders
|
Float4 | Border widths for 9-slice scaling. The XYZW components set the left, bottom, right, and top borders respectively. |
Scale
|
Float | |
FixedSize
|
Float |
Behavior
Sprite providers due to the current Unity implementation at the time of writing this have issues with switching images very quickly. They will often flash white, causing a health hazard to photo sensitive users. Having all the sprites on UIX elements at once and switching their OrderOffset
to change which element renders on top will remove the flashing and is currently the only way to combat this issue.
Examples
ProbablePrime's video on Sprites