Sprite Frame Assets
Sprite Frame is a container for UI rendering and basic graphics, which manages the clipping and tiling data. It by default holds a reference to a Texture2D asset of the same level as it.
Importing Sprite Frame Assets
Use the default asset import method to import image assets into the project, then set the type of image as sprite-frame in the Inspector, and save it by clicking the green checkmark button in the upper right corner.
Creator will automatically create a spriteFrame asset under the imported image assets as shown below.
An image asset will have a thumbnail of its own image as icon in Assets. When an image sub-asset is selected in Assets, a thumbnail of the image is displayed below the Inspector.
Property
The spriteFrame
has the following properties:
Property | Description |
---|---|
Packable | Whether to participate in Dynamic Atlas and automatic atlas building processes. Please refer to the Packable section below for details. |
Rotated | Read-only property, cannot be changed. Used to see if the sub-asset in the Texture Packer asset is rotated. |
Offset X, Y | Read-only property, cannot be changed. Used to view the offset of the rectangle in Texture Packer asset. |
Trim Type | Set the trim type, including: 1. Auto -- Automatic trim. For details, please refer to the Auto Trim for SpriteFrame documentation. 2. Custom -- Custom trim 3. None -- No trim, use original texture. |
Trim Threshold | Set the transparency threshold, trim off the pixels whose transparency is below the set value. The default value is 1, and the range of values is 0~1. Only takes effect when Trim Type is set to Auto. |
Trim X, Y, Width, Height | Sets the trim rect, only takes effect when Trim Type is set to Custom. |
Border Top, Bottom, Left, Right | Set the texture margins of the 9-sliced, which can be edited visually by clicking on the Edit button below. |
Packable
If the engine has Dynamic-Atlas enabled, Dynamic-Atlas will automatically merge the appropriate textures into one large texture at the start of the scene to reduce Drawcall. If the UV coordinates of the texture are used in the custom effect
, the UV calculation in the effect
will be wrong and the Packable property of the texture needs to be set to false to prevent the texture from being packed into the Dynamic-Atlas.
Using a Sprite Frame
The object contained in the container is using textures
In the editor, drag the SpriteFrame assets into the SpriteFrame property of the Sprite Component to switch the image displayed by Sprite.
At runtime, taking the imported image named content above as an example, the entire asset is divided into three parts:
- content:Image source assets ImageAsset
- Sub-asset spriteFrame of content, the sprite frame asset SpriteFrame
- Sub-asset texture of content, the mapping asset Texture2D
When assets are stored in the resources
directory, we can load directly to the spriteFrame asset with the following code example.
const url = 'test_assets/test_atlas/content/spriteFrame';
resources.load(url, SpriteFrame, (err: any, spriteFrame) => {
const sprite = this.getComponent(Sprite);
sprite.spriteFrame = spriteFrame;
});
In some cases only the source ImageAsset can be loaded, so we provide the createWithImage method to help users create a SpriteFrame asset from the loaded ImageAsset. Depending on the source of the ImageAsset, there are two ways to create it:
Assets on the server can only be loaded to the source ImageAsset. For specific methods, please refer to the dynamic load asset documentation. The code example for creating a SpriteFrame asset is as follows:
typescriptconst self = this; const url = 'test_assets/test_atlas/content'; resources.load(url, ImageAsset, (err: any, imageAsset) => { const sprite = this.getComponent(Sprite); sprite.spriteFrame = SpriteFrame.createWithImage(imageAsset); });
Users can also fill in the information manually. Example:
typescriptconst self = this; const url = 'test_assets/test_atlas/content'; resources.load(url, ImageAsset, (err: any, imageAsset) => { const sprite = this.getComponent(Sprite); const spriteFrame = new SpriteFrame(); const tex = new Texture2D(); tex.image = imageAsset; spriteFrame.texture = tex; sprite.spriteFrame = spriteFrame; });
Create from an ImageAsset drawn by Canvas. Example:
typescriptconst sprite = this.getComponent(Sprite); sprite.spriteFrame = SpriteFrame.createWithImage(canvas);
Users can also fill in the information manually. Example:
typescriptconst sprite = this.getComponent(Sprite); const img = new ImageAsset(canvas); const tex = new Texture2D(); tex.image = img; const sp = new SpriteFrame(); sp.texture = tex; sprite.spriteFrame = sp;
The container contains objects that are used by RenderTexture
RenderTexture is a rendering texture that renders content from the camera directly to a texture instead of the screen. SpriteFrame can easily display 3D camera content on the UI by managing RenderTexture. For specific usage and code example, please refer to Render Texture.
For API information, please refer to the SpriteFrame documentation.