| 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 |
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| 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. |
| OverlayColor |
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| 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. |