> For the complete documentation index, see [llms.txt](https://docs.incari.com/incari-studio/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.incari.com/incari-studio/master/getting-started/attributes/common-attributes/sprite.md).

# Sprite

## Size

`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 my default when you create a new **Sprite** **Object**, by dragging a graphic from the **Asset Manager**.

## Alpha

`Alpha` determines the opacity of a **Sprite** with 0 being completely transparent and 1 being completely opaque.

![](/files/-MIx_uDL9RSrDYrBe89O)

## Flip U / Flip V

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*.

![](/files/-MIx_uDNZE7LDffYH1yY)

## Sort Index

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 it is therefore recommend that you assign a unique **Value** to each **Sprite** unless you are certain that they will never overlap one another.

![](/files/-MIx_uDOck-4OReedcXb)

## File

This is an [**Asset / Object Attribute**](/incari-studio/master/getting-started/attributes/attribute-types/asset-object-attribute.md) 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.
