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. |
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. |