This literally just means we’re changing those same colour properties from earlier, but with code. Then we change the color property of our Sprite Renderer by creating a new Color. If you’re confused with how that works, read the Unity documentation on it here it’s helpful. Now in Update() we first of all check to see if the key C is being pressed on the keyboard. If your sprite is in a child game object of where you attached this script, instead of GetComponent, use GetComponentInChildren like this: sprite = GetComponentInChildren() Then in Start() we get the component for the Sprite Renderer, so this way we can access it’s color property. The very first thing we do is create a variable to store the Sprite Renderer, and we call this sprite. Then create a new script called ColourChange and add the following code: SpriteRenderer sprite void Start() (Color is the American spelling whereas colour is the Australian spelling).Ĭreate a scene with a game object that has a sprite renderer / sprite attached. To change the colour in a script, you will need to get the Sprite Renderer in your code, and then we can easily change it’s color property. If you want to completely change colours, you’ll have to start with a white sprite, otherwise it will just tint. Now unfortunately if you turn blue and green off, the sprite won’t be all red, just tinted red. You’ll notice also that the colours range from 0 to 255, with 0 being no colour and 255 being full colour. Now if you click on “Color”, you can manually change the sprites transparency in the colour changer by turning alpha down to 0, or tint the sprite by modifying how much red, blue and green is in the image.Ĭonfusingly, if it’s set to all white, the sprite is its normal colour, while all black will make the sprite black. You’re sprite is contained in a component called the Sprite Renderer.
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