vertices | Array of vertex positions in Sprite Rect space. |
triangles | Array of sprite mesh triangle indices. |
Sets up new Sprite geometry.
Vertex positions are in Sprite.rect space meaning from Rect.zero
to Rect.size. Pivot offset and transformation to unit space is done automatically.
The size of the triangle array must always be a multiple of 3. The vertices connected to the
triangle can be shared by simply indexing into the same vertex.
Sprite UVs are calculated automatically by mapping the provided geometry onto the Sprite's Texture.
The Sprite's mesh type will be changed to SpriteMeshType.Tight when the API is called.
See Also: Sprite.rect.
The script example below shows an example on how the API can be used.
// Switch a Sprite's geometry between a triangle and a quad. using UnityEngine;
public class ExampleClass : MonoBehaviour { private SpriteRenderer m_SpriteRenderer; private Rect m_ButtonPos; void Start() { m_SpriteRenderer = gameObject.AddComponent<SpriteRenderer>(); // Create a blank Texture and Sprite to override later on. var texture2D = new Texture2D(64, 64); m_SpriteRenderer.sprite = Sprite.Create(texture2D, new Rect(0, 0, texture2D.width, texture2D.height), Vector2.zero, 64);
m_ButtonPos = new Rect(10.0f, 10.0f, 200.0f, 30.0f); }
// Use OverrideGeometry to switch the Sprite's mesh to a triangle or quad void ChangeSprite() { Sprite o = m_SpriteRenderer.sprite; if (o.triangles.Length != 3) { var sv = new[] { new Vector2(0, 0), new Vector2(o.textureRect.width, 0), new Vector2(o.textureRect.width * 0.5f, o.textureRect.height), }; var indices = new ushort[] { 0, 1, 2 }; o.OverrideGeometry(sv, indices); } else { var sv = new[] { new Vector2(0, 0), new Vector2(o.textureRect.width, 0), new Vector2(o.textureRect.width, o.textureRect.height), new Vector2(0, o.textureRect.height), }; var indices = new ushort[] { 0, 1, 2, 2, 3, 0 }; o.OverrideGeometry(sv, indices); } }
void OnGUI() { if (GUI.Button(m_ButtonPos, "Perform OverrideGeometry")) ChangeSprite(); } }