New Unity Live Help updates. Check them out here! Discussion in ' 2D ' started by Deleted UserSep 1, Search Unity. Log in Create a Unity ID. Unity Forum. Forums Quick Links. Asset Store Spring Sale starts soon! Sprite not showing up!!! Deleted User. I'm currently working on a 2D game for iOS. The problem is that my sprite does not show up. The sprite is the blue square.
If I set the render mode to world space, than i can not manage the screen scale for all models of iPhone. What should I do?
Deleted UserSep 1, Joined: May 5, Posts: I think u have to set up the proper shorting layer at the sprite renderer, so it render the square at a firs view compared to the background.
Change your preferences any time. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. I'm facing a problem in my scene i drop a object ball in hierarchy and arrange its position in center. But it's not showing that ball in Scene and Game tab it only shows its circle collider radius like this:.
But when I untick and then tick again back to a component sprite renderer then it's show that object in Scene and Game tab like this:.
Learn more. Sprite not displaying Ask Question. Asked 4 years, 4 months ago. Active 3 years, 8 months ago. Viewed times. But it's not showing that ball in Scene and Game tab it only shows its circle collider radius like this: But when I untick and then tick again back to a component sprite renderer then it's show that object in Scene and Game tab like this:.
Tom 1, 2 2 gold badges 17 17 silver badges 35 35 bronze badges. My bad for the answer, didn't read it well enough! Try to disable the Canvas and see if the problem goes away if it does, you might want a different Sorting Layer for your Canvas. Other than that, check your camera settings, type of camera and in particular the z-axis of it.
Active Oldest Votes. Check your material. Possibly this material have selected not-existed shader. Check Sorting layer. It must be higher than background Sorting layer. Andrew Andrew 3, 1 1 gold badge 20 20 silver badges 37 37 bronze badges. Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password.Eduardo Oriz and Mike GeigMarch 13, Retro games with simple mechanics and pixelated graphics can evoke fond memories for veteran gamers, while also being approachable to younger audiences.
Get our sample project and follow along! Mega Cat Studiosout of Pittsburgh, Pennsylvania, has turned the creation of highly accurate retro games into an art form. So much so, in fact, that several of their titles can also be acquired in cartridge form and played on retro consoles like the Sega Genesis. Recent additions to the Unity workflows have made it a well-suited environment for creating your retro games.
Additionally, you can use the new Pixel Perfect Camera component to achieve consistent pixel-based motion and visuals. You can even go so far as to use the Post Processing Stack to add all sorts of cool retro screen effects. Before any of this work can be done, however, your assets will need to be imported and set up correctly. Our assets first need a correct configuration to be crisp and clear. If compression is used, the data of the image will be compressed which results in some loss of accuracy to the original.
This is important to note, as it can cause some pixels to change color, possibly resulting in a change to the overall color palette itself. The fewer colors and the smaller your sprite, the greater the visual difference compression causes. Another thing to be aware of is the Max Size setting for the image in the Inspector. This will usually result in some loss of quality and cause the image to become blurry. Since some hardware will not properly support textures over on either axis, it is a good idea to try to stay within that limit.
Above, is a sprite from a spritesheet that was on one axis with max size set at As you can see, increasing the Max Size property to allows the image to be sized appropriately and avoid a loss of quality. If the sprite were to not pivot from a pixel exactly, we would lose pixel-perfectness. Pivots can be set for sprites in the Sprite Editor, which can be opened from the Inspector when you have a sprite asset selected.
A pixel-perfect result will look clean and crisp. Select 2D Pixel Perfect from the list on the left, and select install on the top right of the window. To add it, go to your main camera and add the Pixel Perfect Camera component to it. If the Pixel Perfect Camera component option is not there, follow the previously stated instructions to first import it into the project. The component will display helpful messages in the game view explaining if the display is not pixel-perfect at any given resolution.
When the tutorial does it Mine, however doesn't. When I click the little circle to the right of this, and go to the 'scene' tab, there is only an option that says 'none', while in the tutorial the image that is desired is also an option. I feel like fixing this will fix the problem. If image is not showing up when you're browsing for it Unity3D it means it has not been imported to project as asset.
Fellow Unity noob here: I had the same problem and realized I was dragging the sprite onto the scene window onto my GUI Double click on your main camera object to see what it sees in scene view. Is your sprite in view? If its not, you will need to adjust the XY coordinates of your sprite.
Learn more. Asked 4 years, 4 months ago. Active 4 years, 3 months ago. Viewed 6k times. It's already in the hierarchy, and I've focused it, but the image that I assigned it just isn't showing up.
Active Oldest Votes. Hey, thanks for the answer. So I imported it as an "asset", and then dragged it into a new sprite, just for testing. Here's a screenshot of my Unity, find anything particularly off? And I am browsing under the assets tab when I click the little circle, but despite being highlighted, it doesn't show up as the image.
It means in 3D dimensional space it's behind the camera. Just set it above zero, for example to 1.I create a texture2d from camera data then render it on a game object using sprite renderer. The image shows in the Scene view but does not display in game. Any ideas? Attachments: Up to 2 attachments including images can be used with a maximum of To help users navigate the site we have posted a site navigation guide. Make sure to check out our Knowledge Base for commonly asked Unity questions.
Answers Answers and Comments. Get sprite to have top-left corner always at top-left of screen 0 Answers. Sprite rendering texture as one solid color 1 Answer. Difference between Sprite and Default texture types? Login Create account. Ask a question. RGB24, false ; tex. ReadPixels new Rect 0, 0, screenWidth, screenHeight0, 0 ; tex. LoadImage bytes ; menu. Create texture, new Rect 0,0,renWidth,renHeightnew Vector2 0.
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Welcome to Unity Answers The best place to ask and answer questions about development with Unity. If you are a moderator, see our Moderator Guidelines page. We are making improvements to UA, see the list of changes. Follow this Question. Answers Answers and Comments 2 People are following this question. Related Questions.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.
More info See in Glossary and controls how it visually appears in a Scene A Scene contains the environments and menus of your game.
Think of each unique Scene file as a unique level.
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In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info See in Glossary for both 2D and 3D projects. A GameObject can contain any number of components. Unity has many built-in components, and you can create your own by writing scripts that inherit from MonoBehaviour.
The default Material for newly created Sprites is Sprites - Default. Scene lighting does not affect this default Sprite.
To have the Sprite react to lighting, assign the Material Default - Diffuse instead. To do this, click the small circle next to the Material field to bring up the object picker window, and select the Default-Diffuse Material. The examples below demonstrate the effect of each option with a square Sprite and a circle Mask:. To set to a different Sort Point from the Center, select the Pivot option.
Version: Language : English. Unity Manual. Unity User Manual Sprite Creator. Publication Date: Define which Sprite texture the component should render. Click the small dot to the right to open the object picker window, and select from the list of available Sprite Assets.
Use the color picker to set the vertex color of the rendered Sprite texture. See the Color section below this table for examples. Flips the Sprite texture along the checked axis. This does not flip the Transform position of the GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. More info See in Glossary. Material An asset that defines how a surface should be rendered, by including references to the Textures it uses, tiling information, Color tints and more.
The available options for a Material depend on which Shader the Material is using. Define the Material used to render the Sprite texture. Define how the Sprite scales when its dimensions change. Select one of the following options from the drop-down box. The entire image scales when its dimensions change. This is the default option. Select this mode if the Sprite is 9-sliced. You can also use the Rect Transform Tool to scale the Sprite while applying 9-slicing properties.
By default, this mode causes the middle of the 9-Sliced Sprite to tile instead of scale when its dimensions change. Use Tile Mode to control the tiling behavior of the Sprite. This is the default Tile Mode. In Continuous mode, the midsection tiles evenly when the Sprite dimensions change.I have this animation I've created for when the player's y position goes below a certain value. It displays the word 'Dead' on the screen which increases in size.
why texture2d sprite rendering not showing in game
When testing this it works perfectly in the scene, but won't appear in the game view? The attached screenshot shows how the animation appears and works at the correct time in the scene view, but not in the game view. Could anyone help as to why this would be? It may be that your "Dead" Sprite is in behind the camera so it won't be rendered.
Click that little button in the editor above the scene view which says "2d" and you will see your scene in 3d. This way you could set the Z axis properly.
Cuttlas-U StevenUnu Thank you both for your replies, I had already tried adjusting the Z position of the sprite so unfortunately that is not the fix. Maybe it's something to do with my code:.
When you are in scene view, you see the sprite as the image you assigned to the Image component. As well as I understood, your sprite has an animation. Is your default state in the animator state machine a visible image? If not, you should make sure your transition conditions DO really somewhen succeed.How to make a 2D Game in Unity
If it is a visible image or animation, then you should make sure that no transition to a non-visible image is made. If this doesn't help, try using SetActive bool active instead of enabled I did not test it so I'm not sure it works. I tried rerecording the Idle animation with the sprite renderer turned on it is turned off unless player pos. However I now have a new issue of the animation plays once then disappears. I need this animation to stay in it's final frame instead of disappearing, like a classic 'you are dead' screen.
Any idea as to why it's disappearing? Try setting "Has exit time " and "Fixed duration" off in the transition to the Dead State. I'm not sure if this will have any effect or rather any good effect but it's worth trying. I literally just found the fix, I tried ticking 'Apply Root Motion' on the animation component and that seems to have fixed it. No idea why at all but it seems to work.
Thanks for all your suggestions! Attachments: Up to 2 attachments including images can be used with a maximum of To help users navigate the site we have posted a site navigation guide. Make sure to check out our Knowledge Base for commonly asked Unity questions.
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