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    Class SpriteSkin

    Deforms the Sprite that is currently assigned to the SpriteRenderer in the same GameObject.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    SpriteSkin
    Implements
    IPreviewable
    ISerializationCallbackReceiver
    Inherited Members
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
    MonoBehaviour.CancelInvoke(string)
    MonoBehaviour.IsInvoking(string)
    MonoBehaviour.StartCoroutine(string)
    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(string)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(object)
    MonoBehaviour.destroyCancellationToken
    MonoBehaviour.useGUILayout
    MonoBehaviour.didStart
    MonoBehaviour.didAwake
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, out Component)
    Component.TryGetComponent<T>(out T)
    Component.GetComponent(string)
    Component.GetComponentInChildren(Type, bool)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(bool)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, bool)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(bool)
    Component.GetComponentsInChildren<T>(bool, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type, bool)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>(bool)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, bool)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(bool)
    Component.GetComponentsInParent<T>(bool, List<T>)
    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.CompareTag(string)
    Component.SendMessageUpwards(string, object, SendMessageOptions)
    Component.SendMessageUpwards(string, object)
    Component.SendMessageUpwards(string)
    Component.SendMessageUpwards(string, SendMessageOptions)
    Component.SendMessage(string, object)
    Component.SendMessage(string)
    Component.SendMessage(string, object, SendMessageOptions)
    Component.SendMessage(string, SendMessageOptions)
    Component.BroadcastMessage(string, object, SendMessageOptions)
    Component.BroadcastMessage(string, object)
    Component.BroadcastMessage(string)
    Component.BroadcastMessage(string, SendMessageOptions)
    Component.transform
    Component.gameObject
    Component.tag
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    Namespace: UnityEngine.U2D.Animation
    Assembly: solution.dll
    Syntax
    [Preserve]
    [ExecuteInEditMode]
    [DefaultExecutionOrder(10)]
    [DisallowMultipleComponent]
    [RequireComponent(typeof(SpriteRenderer))]
    [AddComponentMenu("2D Animation/Sprite Skin")]
    [Icon("Packages/com.unity.2d.animation/Editor/Assets/ComponentIcons/Animation.SpriteSkin.png")]
    [MovedFrom("UnityEngine.U2D.Experimental.Animation")]
    [HelpURL("https://docs.unity3d.com/Packages/com.unity.2d.animation@latest/index.html?subfolder=/manual/SpriteSkin.html")]
    public sealed class SpriteSkin : MonoBehaviour, IPreviewable, ISerializationCallbackReceiver

    Properties

    alwaysUpdate

    Determines if the SpriteSkin executes even if the associated SpriteRenderer has been culled from view.

    Declaration
    public bool alwaysUpdate { get; set; }
    Property Value
    Type Description
    bool

    autoRebind

    Get and set the Auto Rebind property. When enabled, Sprite Skin attempts to automatically locate the Transform that is needed for the current Sprite assigned to the Sprite Renderer.

    Declaration
    public bool autoRebind { get; set; }
    Property Value
    Type Description
    bool

    boneTransforms

    Returns the Transform Components that are used for deformation. Do not modify elements of the returned array.

    Declaration
    public Transform[] boneTransforms { get; }
    Property Value
    Type Description
    Transform[]

    An array of Transform Components.

    forceCpuDeformation

    Always run a deformation pass on the CPU.
    If GPU deformation is enabled, enabling forceCpuDeformation will cause the deformation to run twice, one time on the CPU and one time on the GPU.

    Declaration
    public bool forceCpuDeformation { get; set; }
    Property Value
    Type Description
    bool

    rootBone

    Returns the Transform Component that represents the root bone for deformation.

    Declaration
    public Transform rootBone { get; }
    Property Value
    Type Description
    Transform

    A Transform Component.

    Methods

    GetDeformedVertexPositionData()

    Gets an enumerable to iterate through all deformed vertex positions of this SpriteSkin.

    Declaration
    public IEnumerable<Vector3> GetDeformedVertexPositionData()
    Returns
    Type Description
    IEnumerable<Vector3>

    Returns an IEnumerable to deformed vertex positions.

    Exceptions
    Type Condition
    InvalidOperationException

    Thrown when there is no vertex positions or deformed vertices. HasCurrentDeformedVertices can be used to verify if there are any deformed vertices available.

    GetDeformedVertexTangentData()

    Gets an enumerable to iterate through all deformed vertex tangents of this SpriteSkin.

    Declaration
    public IEnumerable<Vector4> GetDeformedVertexTangentData()
    Returns
    Type Description
    IEnumerable<Vector4>

    Returns an IEnumerable to deformed vertex tangents.

    Exceptions
    Type Condition
    InvalidOperationException

    Thrown when there is no vertex tangents or deformed vertices. HasCurrentDeformedVertices can be used to verify if there are any deformed vertices available.

    HasCurrentDeformedVertices()

    Returns whether this SpriteSkin has currently deformed vertices.

    Declaration
    public bool HasCurrentDeformedVertices()
    Returns
    Type Description
    bool

    Returns true if this SpriteSkin has currently deformed vertices. Returns false otherwise.

    OnAfterDeserialize()

    Called after object is deserialized.

    Declaration
    public void OnAfterDeserialize()

    OnBeforeSerialize()

    Called before object is serialized.

    Declaration
    public void OnBeforeSerialize()

    ResetBindPose()

    Resets the bone transforms to the bind pose.

    Declaration
    public bool ResetBindPose()
    Returns
    Type Description
    bool

    True if successful.

    SetBoneTransforms(Transform[])

    Sets the Transform Components that are used for deformation.

    Declaration
    public SpriteSkinState SetBoneTransforms(Transform[] boneTransformsArray)
    Parameters
    Type Name Description
    Transform[] boneTransformsArray

    Array of new bone Transforms.

    Returns
    Type Description
    SpriteSkinState

    The state of the Sprite Skin.

    SetRootBone(Transform)

    Sets the Transform Component that represents the root bone for deformation.

    Declaration
    public SpriteSkinState SetRootBone(Transform rootBoneTransform)
    Parameters
    Type Name Description
    Transform rootBoneTransform

    Root bone Transform Component.

    Returns
    Type Description
    SpriteSkinState

    The state of the Sprite Skin.

    Implements

    UnityEngine.U2D.Common.IPreviewable
    ISerializationCallbackReceiver
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