A GameObject’s functionality is defined by the Components attached to it. The Sprite Mask GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. Using Sprite Masks The Sprite to be used as a mask needs to be assigned to the Sprite Mask Component The range end can be set to a custom Sorting Layer and Order in Layer. The Range Start is the Sorting Layer which the mask starts masking from.īy default the mask will affect all sorting layers behind it (lower sorting order). You change this cutoff by adjusting the Alpha Cutoff slider. If the alpha contains a blend between transparent and opaque areas, you can manually determine the cutoff point for which areas will be shown. Creating a Sprite Mask from the menu A new Sprite Mask GameObject is created in the Scene Properties Property To create a Sprite Mask select from the main menu GameObject > 2D Object > Sprite Mask. The Sprite Mask only affects objects using the Sprite Renderer A component that lets you display images as Sprites for use in both 2D and 3D scenes. More info See in Glossary or group of Sprites. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. Sprite Masks are used to either hide or reveal parts of a Sprite A 2D graphic objects.
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