Sprite
Last updated
Last updated
Size
simply determines the dimensions of a graphic. As Sprite Objects are two-dimensional, the Z
Value doesn't actually have any effect.
If you want to display the graphic with the precise pixel resolution, you should ensure that Size
matches the file's pixel dimensions, and that the Object's Position
Transformation place it on the same plane as the Scene's Camera.
The dimensions should be correct by default 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 invert 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 the layering order of different elements that 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 will be rendered above lower values. If Sprites have the same Sort Index
Value, then there is no guarantee that they will be shown correctly, and it is therefore recommended that you assign a unique Value to each Sprite unless you are certain that they will never overlap one another.
This is an Asset / Object Attribute that links the Object to an imported Asset. This should be assigned by default, when you use the drag-and-drop method to create the Sprite Object, but you can assign it manually by dragging a graphic from the Asset Manager onto the File
slot.