![]() ![]() The Automatic Method allows you to access individual Sprites, or even a set of Sprites from a Sprite Sheet, without needing to get a reference to them in the Inspector. Well, as it turns out, there is a way to access Sprites from a script by their filename automatically. For example, when using a Prefab.īut, what if you want to access Sprites entirely from scripting, without getting a reference to them first? ![]() The Manual Method is the simplest way to switch between multiple Sprites and is ideal if you are able to assign the sprites you’re going to use manually in the Inspector. To check which Sprite is assigned to which element, click the array dropdown in the Inspector. Simply pass in the array element number in the square brackets that corresponds with the Sprite you wish to switch to. Once the Sprites are loaded into the array you’ll be able to retrieve them using their index, like this: void ChangeSprite() Locking the Inspector makes it easier to add Sprites to the array. This method works in much the same way as changing a single Sprite, by manually dragging the Sprites to your array in the Inspector. There are two main ways of doing this. We’ll start with the simplest method first, which is the manual method. 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). ![]()
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