Sprite
Last updated
Last updated
A Sprite places a graphic Asset onto a two-dimensional plane in the Scene.
Like any other Scene Object, we can manipulate the Position, Rotation and Scale of a Sprite using the Transformation Attributes and adjusting its Rotation Pivot.
The Tint
Attribute applies a color overlay to the Sprite Object, thereby changing its appearance. The color overlay can be set by manually adjusting the the HSB / RGBA values or inserting a Hex Code, using their corresponding Color Attribute.
Masks obscure or reveal parts of a Sprite Object that it's applied to. If the toggle is activated, the Mask supplied to the Object
Attribute would be applied to the Sprite Object.
A Mask can be added to a Sprite Object by clicking the Assert slot and selecting it from the drop-down Scene Outliner.
Invert Mask
turns a Mask upside down When it is activated.
Size
determines the dimensions of a graphic. As Sprite Objects are two-dimensional, the Z
Value doesn't have any effect.
If you want to display the graphic with the precise pixel resolution, you should ensure that Size
matches the Asset's pixel dimensions, and that the Object's Position
is placed on the same plane as the Scene's Camera.
The graphic's dimensions will be loaded correctly when you create a new Sprite Object, by dragging a graphic from the Asset Manager.
Alpha
determines the opacity of a Sprite with 0 being completely transparent and 1 being completely opaque.
The horizontal and vertical coordinates in most 2D graphics programs are referred to as XY coordinates. In 3D applications, though, it is conventional to call these UV coordinates to differentiate between 3D mesh transformation coordinates and 2D texture transformation coordinates.
The Flip U
and Flip V
Attributes simply inverts the direction of the corresponding axis, meaning that Flip U
flips a Sprite horizontally, while Flip V
will flip it vertically.
Because Incari works in 3D, it has no way of automatically discerning which elements should be shown on top of which, when they occupy the same area in 3D space. It is therefore, necessary to manually define the sort order of Sprites to ensure that they are layered correctly.
This is done by manipulating the Sort Index
Sprites with higher values being rendered above lower values. If Sprites have the same Sort Index
Value, then there is no guarantee that they will be shown correctly, and therefore it is recommended that you assign a unique Value to each Sprite unless you are certain that they will never overlap one another.
The Diffuse Texture
Attribute contains a reference to a graphic Assert that is loaded in a Scene and this Assert can be found in the Asset Manager. The Attribute is assigned by default if you drag and drop the Assert into the Scene.
Also, the Assert can be dragged and dropped from the Assert Manager into the Attribute slot.
Opacity maps are gray-scale graphics that allows Sprite Objects to have a transparent detail. Black pixels show areas as completely transparent while white pixels show them as opaque, with variations in gray showing different levels of transparency.
Opacity map Assert supplied to the Opacity Map
Attribute are used if this toggle is activated.
An Opacity map can be added to this Attribute by clicking the Assert slot and selecting it from drop-down Assert Manager.
Also, the Assert can be dragged and dropped from the Assert Manager into the Attribute slot.