Sprite
Supported Object types: 2d. Attach this component where needed. An Object can contain multiple named instances of this component.
Use Object components to understand definitions and instance overrides.
A Sprite component renders one Sprite resource. Its local dimensions, draw order, and animation frame are independent of Collider geometry.
Defaults below are normalized factory values from the component schema. Object presets, dimension, project units, and Scene overrides can supply different starting values. “Not stored” means the path is optional or runtime-derived. Read the property description to interpret it. Blank resource references assign no resource.
Writable means exposed for property writes through Logic. A No entry can still be editable in the Object Editor; runtime-only values cannot be authored. World-space lengths use metres, screen-space lengths use pixels, and rotations use degrees unless stated otherwise. The current loader refuses pixel-era projects. Use Units and Coordinates when comparing values.
| Property and path | Type | Factory default | Behavior | Writable |
|---|---|---|---|---|
| Resource (resource) | thing:sprite | “” | Sprite resource containing the image and frames. Blank draws no Sprite art; a Collider can still exist. | No |
| Visible (visible) | boolean | true | Whether the Sprite component draws. Hiding art does not disable the Object or Collider. | Yes |
| Depth (depth) | number | 0 | Scene ordering depth associated with the Sprite. Keep component ordering and Object placement ordering distinct. | Yes |
| Layer (zIndex) | number | 0 | Local draw order among components of this Object. Higher values draw in front. | Yes |
| Frame (frame) | number | 0 | Zero-based Sprite frame index. Normalization floors the value and clamps it to at least 0; the resource must contain the selected frame. | Yes |
| Tint (tint) | color | “#ffffff” | Multiplicative color tint. White preserves the source image colors. | Yes |
| Flip Horizontally (flipX) | boolean | false | Reflects the image horizontally; does not change Collider geometry. | Yes |
| Flip Vertically (flipY) | boolean | false | Reflects the image vertically; does not change Collider geometry. | Yes |
| Default Animation Clip (defaultClip) | text | Not stored; see behavior | Animation clip selected for initial playback. An absent clip leaves no named default animation. | No |
| Rig (rig) | thing:rig | Not stored; see behavior | Rig resource used by the Sprite. Requires a compatible rig and Sprite configuration. | No |
| Rig Animation (rigAnimation) | text | Not stored; see behavior | Initial animation name from the selected rig. Only meaningful when a rig is assigned. | No |
| Local Position (transform.position) | vec3 | {“x”:0,“y”:0,“z”:0} | Component-local position. Measured from the fixed Object origin. Current world-space coordinates use metres; screen-space coordinates use pixels. The project coordinate convention determines axis direction. | Yes |
| Local Position X (transform.position.x) | number | 0 | Component-local position on X. Measured from the fixed Object origin. Current world-space coordinates use metres; screen-space coordinates use pixels. The project coordinate convention determines axis direction. | Yes |
| Local Position Y (transform.position.y) | number | 0 | Component-local position on Y. Measured from the fixed Object origin. Current world-space coordinates use metres; screen-space coordinates use pixels. The project coordinate convention determines axis direction. | Yes |
| Local Position Z (transform.position.z) | number | 0 | Component-local position on Z. Measured from the fixed Object origin. Current world-space coordinates use metres; screen-space coordinates use pixels. The project coordinate convention determines axis direction. | Yes |
| Local Size (transform.size) | vec3 | {“x”:1,“y”:1,“z”:0} | Component-local extent. Current world-space dimensions use metres; screen-space dimensions use pixels. Visual size and collision size are separate. | Yes |
| Width (transform.size.x) | number | 1 | Component-local extent on X. Current world-space dimensions use metres; screen-space dimensions use pixels. Visual size and collision size are separate. | Yes |
| Height (transform.size.y) | number | 1 | Component-local extent on Y. Current world-space dimensions use metres; screen-space dimensions use pixels. Visual size and collision size are separate. | Yes |
| Depth Size (transform.size.z) | number | 0 | Component-local extent on Z. Current world-space dimensions use metres; screen-space dimensions use pixels. Visual size and collision size are separate. | Yes |
| Local Rotation (transform.rotation) | vec3 | {“x”:0,“y”:0,“z”:0} | Component-local rotation, in degrees. 2D uses Z rotation; 3D uses the project axis convention. | No |
| Local Rotation (transform.rotation.z) | number | 0 | Component-local rotation on Z, in degrees. 2D uses Z rotation; 3D uses the project axis convention. | Yes |
Myth Engine Documentation
