| Additive | Whether or not the sprite should be rendered additively. | 
| Billboard | Alignment mode for the sprite's billboard behavior. | 
| Color | The color of the sprite. This is multiplied with the texture color. | 
| ComponentVersion |  | 
| CurrentAnimation | The animation that is currently being played. Returns null if no sprite is set or the sprite has no animations. | 
| CurrentFrameIndex | The index of the current frame being displayed. This will change over time if the sprite is animated, and can be set to go to a specific frame even during playback. | 
| DepthFeather | Amount of feathering applied to the depth, softening its intersection with geometry. | 
| FlipHorizontal | Whether or not the sprite should be flipped horizontally. | 
| FlipVertical | Whether or not the sprite should be flipped vertically. | 
| FogStrength | The strength of the fog effect applied to the sprite. This determines how much the sprite blends with any fog in the scene. | 
| IsAnimated | Whether or not the sprite is animated. This is true if the sprite has more than one animation or if the current animation has more than one frame. | 
| IsSorted | Whether or not the sprite should be sorted by depth. If the sprite is opaque, this can be turned off for a performance boost if not needed. | 
| Lighting | Whether or not the sprite should be lit by the scene's lighting system. Otherwise it will be unlit/fullbright. | 
| OnAnimationEnd | This action is invoked when an animation finishes playing or has looped. The string parameter is the name of the animation. | 
| OnAnimationStart | This action is invoked when an animation starts playing. The string parameter is the name of the animation that started. | 
| OnBroadcastMessage | This action is invoked when advancing to a new frame that has broadcast messages. The string parameter is the message being broadcast. | 
| Opaque | Whether or not the sprite should be rendered opaque. If true, any semi-transparent pixels will be dithered. | 
| PlaybackSpeed | The playback speed of the animation. 0 is paused, and negative values will play the animation in reverse. | 
| Shadows | Whether or not the sprite should cast shadows. | 
| Size | The width and height of the sprite in world units. | 
| Sprite | The sprite resource to render. This can be completely static or contain animation(s). | 
| StartingAnimationName | The animation that this sprite should start playing when the scene starts. | 
| Texture | The texture of the current frame being displayed. Returns a transparent texture when no valid frame is available. | 
| TextureFilter | The texture filtering mode used when rendering the sprite. For pixelated sprites, use Sandbox.UI.ImageRendering.Point. |