![]() ![]() Alternatively try downloading via the Marketing page where you can compose a request by image type. Negative values will make the Texture mirrored/flipped. Your download request will be reduced to 2000 images.Values greater than 1 will result in the Texture being downscaled, hence more tiles along a given axis.Upon changing the fill value the circle will look like. Values between 0 and 1 will draw only a portion of the Texture. Add the images in in Unity Canvas using UI elements, then convert the image type from Simple to Filled.Using Raw Image: The Raw Image Component exposes the UV Rect properties, that let you define the horizontal and vertical offsets of the image (X and Y), as well as the normalised UV mapping values for the Texture (W and H):.Also, non-uniform scaling isn't preferable, if other solutions exist. This solution isn't optimal, as you may incur scaling issues with child GameObjects of your Image if any. Scaling/resizing: A Sprite whose tiling height is double its width can have an actual height of twice its width, and a Y-scale of 0.5.If you want to scale width and height by different factors, you can either change the Image scale and size combined or use the Raw Image component: Pixels Per Unit Multiplier applies to the source Sprite as a whole, keeping its aspect ratio as a tile when covering the Image area. ![]() You can use it to make tiles bigger (using fewer tiles) or smaller (using more tiles) on a per-Component basis: The Sprite's Pixels Per Unit (settable in its Import Settings, where you also set the Wrap Mode to Repeat) is multiplied by this value before rendering. Now, image tiling works, and you can tweak the new additional Pixels Per Unit Multiplier setting to get the desired result. We can fix this warning by setting the Wrap Mode property of the image in the Inspector from Clamp to Repeat:Ĭlick on Apply to save setting changes for the Sprite. It would be more efficient to modify the Sprite properties, clear the Packing tag and set the Wrap mode to Repeat. It looks like you want to tile a sprite with no border. You can now set the Image Type property to Tiled, but a warning message will show up: Then, drag the image you set as Sprite into the Source Image property in the Inspector. Select the GameObject with an Image component in it (create one if you haven't yet). This way, you tell Unity to optimise usage of these resources for UI drawing. Then, in the Inspector, set Texture Type to Sprite (2D and UI). In your Assets folder, select the image(s) you want to use as UI Texture. If you want to display other Texture Types, you might use the Raw Image component, which, on the other hand, offers fewer options. Unity's UI Image components give you many options to manipulate Textures for UI purposes, as long as such Textures are Sprites. ![]()
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