Let us consider the following points while creating a sprite −īy dragging from an external source into Unity, we are adding an Asset. You will also see the image now in the middle of the screen in the Scene View. You will notice that as soon as you let go of the mouse button, a new GameObject with your texture’s name shows up in the list. Next, drag the image from the Assets into the Scene Hierarchy. Get a standard image file such as a PNG or JPG that you want to use, save it, and then drag the image into the Assets region of Unity. To create a sprite in Unity, we must supply the engine with a texture. This makes our gameObject visible with our texture, as well as gives it properties related to how it looks on-screen. This texture is then applied on a fresh GameObject, and a Sprite Renderer component is attached to it. Whenever Unity makes a new sprite, it uses a texture. Sprites always face the camera at a perpendicular angle unless rotated in 3D space. When viewed in 3D space, sprites will appear to be paper-thin, because they have no Z-width. Unity uses sprites by default when the engine is in 2D mode.
Sprites are simple 2D objects that have graphical images (called textures) on them.