Category: Unity change sprite texture at runtime

Unity change sprite texture at runtime

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Discussion in ' 2D ' started by amjadyahyaNov 21, Search Unity. Log in Create a Unity ID. Unity Forum. Forums Quick Links.

Asset Store Spring Sale starts soon! Mini tutorial on changing sprite on runtime Discussion in ' 2D ' started by amjadyahyaNov 21, Joined: Nov 16, Posts: Hello, I have been searching in this forum on how to change a sprite image during runtime but could not find a complete answer to address this issue. And please don't tell me to use prefabs because I have a lot of frames and it seems it's not the right way to do this using them.

Thanks in advance. Joined: Jan 5, Posts: Sprite only gives parameters of a single sprite within a sheet. Maybe you could make an animation that has one frame per sprite and sample from it? No, you got me wrong, I want to access just one single sprite within a sheet, not the whole sheet of course! Joined: Nov 17, Posts: 3. I'm pretty sure the API doesn't support that. I posted a question on Answers and someone offered a decent alternative.

I think the "proper" way to do sprite animations is the process shown by Max in this video. Finally I have figured it out, here is how I have accomplished it: 1- First, I created a Resources folder inside my assets folder and put my texture "fruits. Joined: Jun 2, Posts: I have a sprite sheet that has been duplicated numerous times with various alterations to each sheet. I created an Animator and about half a dozen animations using one sheet. But now it seems that even if I have identical sprite sheets, I can't simply swap the Texture2D at runtime, meaning I need to painstakingly create a separate animation for every single variation to my texture sheets.

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Sadly, sprite. Since I'm not allowed to change a sprite's source texture at runtime, I decided to change the texture itself at runtime instead. Here's what I did. Whichever one you based your animations off of, rename it to something more generic, and make a copy of it. I renamed the green one, and made a copy of it. You also need to move everything into the Resources folder, and I additionally moved them into a subfolder under Resources called Sprites.

You should now have these. Here's the code for changing our monster sprite into the blue monster. The reason we created Monster generic is this way we don't destroy any of our source sheets. And so, using this method, you can do as many animations as your heart desires on just one sprite sheet, and then swap sheets to get different characters as long as the sheets are of identical size and your characters are placed identically, as they are still sliced according to the original sprite sheet.

Here's what this doesn't solve. I only needed this on a character who thankfully exists on a unique basis. There's no way to do this to assign different sheets to different objects, since it alters the texture they all use and every instance would look identical unless that's what you want.

So the Unity team still needs to add texture swapping at runtime in an official capacity for sprite sheets, as my solution is hacky and not for everyone.

Attachments: Up to 2 attachments including images can be used with a maximum of To help users navigate the site we have posted a site navigation guide.

Make sure to check out our Knowledge Base for commonly asked Unity questions. Answers Answers and Comments. My sprite from sprite.Thank you for helping us improve the quality of Unity Documentation.

Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable. For some reason your suggested change could not be submitted. And thank you for taking the time to help us improve the quality of Unity Documentation.

Create creates a new Sprite which can be used in game applications. A texture needs to be loaded and assigned to 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.

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The rect argument is defined in pixels of the texture. A Rect The bottom to top range would be The third argument pivot determines what becomes the center of the Sprite. This is a Vector2 relative to the rect where Vector2 0. The pixelsPerUnit value controls the size of the sprite. Reducing this below 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.

Finally border determines the rectangle size of the Sprite. The Sprite can be provided spaces around it.Thank you for helping us improve the quality of Unity Documentation.

Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable. For some reason your suggested change could not be submitted.

And thank you for taking the time to help us improve the quality of Unity Documentation. Call this method with a Texture2D to change the appearance of the hardware pointer mouse cursor. The cursorMode parameter allows you to use hardware cursors on supported platforms, or force software rendering of the cursor.

In the following example, the mouse cursor is changed to a given texture when OnMouseEnter is called, and reset to default when OnMouseExit is called. Is something described here not working as you expect it to? It might be a Known Issue.

Mini tutorial on changing sprite on runtime

Please check with the Issue Tracker at issuetracker. Version: Language English. Scripting API. Suggest a change. Submission failed For some reason your suggested change could not be submitted. SetCursor null, Vector2.

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Parameters texture The texture to use for the cursor. Alternatively, you can use the default cursor import setting. If you created your cursor texture from code, it must be in RGBA32 format, have alphaIsTransparency enabled, and have no mip chain. Description Specify a custom cursor that you wish to use as a cursor. Publication Date: The texture to use for the cursor. The offset from the top left of the texture to use as the target point must be within the bounds of the cursor.

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Allow this cursor to render as a hardware cursor on supported platforms, or force software cursor.Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable. For some reason your suggested change could not be submitted.

And thank you for taking the time to help us improve the quality of Unity Documentation. Many shaders use more than one texture. Use SetTexture to change the texture identified by shader property name, or unique property name ID. When setting textures on materials using the Standard Shader, you should be aware that you may need to use EnableKeyword to enable features of the shader that were not previously in use.

For more detail, read Accessing Materials via Script. This can also be accessed via mainTexture property. The shader properties also show some of the keywords needed to set the Texture of a Material. To see this, go to your Material and right click on the Shader dropdown at the top. Next, pick Select Shader. By specifying a RenderTextureSubElement, you can indicate which type of data from the render texture to set. The possible options are: RenderTextureSubElement. ColorRenderTextureSubElement.

DepthRenderTextureSubElement. Is something described here not working as you expect it to? It might be a Known Issue. Please check with the Issue Tracker at issuetracker.

Is it impossible to swap the Texture2D of a Sprite Renderer at runtime?

Version: Language English. Scripting API.

unity change sprite texture at runtime

Suggest a change. Submission failed For some reason your suggested change could not be submitted. RenderTextureSubElement element. PropertyToID to get it.

unity change sprite texture at runtime

Publication Date: Property name ID, use Shader.By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service. Game Development Stack Exchange is a question and answer site for professional and independent game developers.

It only takes a minute to sign up. How can we convert the Texture2D type to "Sprite" using the script not in Editor? It seems that the Texture2D retrieved from file is by default Normal Map. I need to convert the TextureType to "Sprite". It seems that this texture is set as "Default" or "Normal" Type when imported from file and then assigned to Material dynamically. As the particular shader I'm using, works best if the Texture Type is set to Sprite I tested it by manually placing the texture file in Project and then assigning the texture to Material.

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I need to change Type of Texture to Sprite before assigning it to the material. I've seen options like " AssetImporter " but it only works in Editor. The effect of the shader which takes two texture types. And then returns a Sketch Effect to the object. Output with Defualt Texture Type. Output with Sprite Texture Type. As I'd mentioned in the comments earlier, a Sprite in Unity isn't really a "type" of texture.

Mini tutorial on changing sprite on runtime

It's a slice of texture data. The "Sprite 2D and UI " import mode you see is a bit of a shortcut to both import the Texture2D texture with some default settings suitable for sprite use AND create one or more Sprite objects sliced from it, as one bundled asset hence the expansion arrow in the Project folder.

So, we just need to figure out which of those "Sprite 2D and UI " default settings is different from what you're getting when you load your texture by code. This creates a texture with mipmaps by default. When you import a Sprite into Unity, it defaults to not including mipmaps. So, this is a likely source of the difference you're seeing.

Without mipmaps, when we draw the texture at less than native size, we'll tend to see aliasing artifacts - edges will look sharper than normal, and in high detail areas we might get noisy speckling. Mipmaps solve this by blurring together adjacent pixels of the texture when rendering at reduced size, but for your case that doesn't seem to be the effect you want. In your second image, slight mipmap aliasing could be what's giving you sharper detail and more speckling in the hair.

Just beware that turning off mipmaps can produce some very distracting artifacts if you're scaling the image down significantly, or if it's going to move or be displayed in perspective. You might instead want to adjust your image filtering code to give it a sharper response even when working on mipmap filtered input.Is it possible to assign a Texture2D that's taken from a screenshot at runtime?

When I try this, the assigned texture2d reads "missing" in the inspector It would be a horrible miss on Unity's part if plugin's are required to assign texture2d at runtime. You're not assigning a named texture to the variable.

unity change sprite texture at runtime

You're assinging a texture that you built. It has no handle to the file system or the unity editor. Also, when you make changes to your scene while playing your game, they are typically erased when you come out of play mode. I would suggest that showing the actual code will give you the best chance of getting the right answer. Of course I probably won't be the one who will be able to provide it! Attachments: Up to 2 attachments including images can be used with a maximum of To help users navigate the site we have posted a site navigation guide.

Make sure to check out our Knowledge Base for commonly asked Unity questions. Answers Answers and Comments. Determine if a Texture2D has alpha 2 Answers. Can not retrive image form device to the plane at runtime. Remove object assignment in runtime?

unity change sprite texture at runtime

Modifying mainTextureOffset increases draw calls 1 Answer. Login Create account. Ask a question. Add comment. I'm not sure what you would expect to see in the inspector Your answer.

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