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Which are the corresponding parameters for rect and pivot in exporting an editor defined sprite, to be re-created using Sprite.Create?

I've tried both .rect and .textureRect for storing the editor defined rect for a sprite and also .pivot, but it seems Sprite.Create is not able to re-create the sprite properly(?)

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  • \$\begingroup\$ What sprite are you trying to recreate, how are you trying to recreate it, and how do the results you get differ from what you get in-editor? Show us screenshots and code that demonstrate your problem. \$\endgroup\$
    – DMGregory
    Sep 26 '21 at 11:21
  • \$\begingroup\$ it appears to be a unit mismatch between sprite.pivot and the pivot used in Sprite.Create \$\endgroup\$
    – ina
    Sep 27 '21 at 7:43
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It appears that Sprite.Create takes a non-pixel based unit value for pivot and sprite.pivot is a pixel based unit.

For example, sprite.pivot for a (1000x500) image would be (500,250) but Sprite.Create wants (0.5,0.5)

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  • \$\begingroup\$ Helpfully, this is explicitly described in the documentation: "The third argument pivot determines what becomes the center of the Sprite. This is a Vector2 relative to the rect where Vector2(0.0f, 0.0f) is the bottom left and Vector2(1.0f, 1.0f) is the top right." \$\endgroup\$
    – DMGregory
    Sep 27 '21 at 11:14
  • \$\begingroup\$ sprite.pivot should be in the same units \$\endgroup\$
    – ina
    Sep 28 '21 at 8:24
  • \$\begingroup\$ Not according to the documentation: "Location of the Sprite's center point in the Rect on the original Texture, specified in pixels" \$\endgroup\$
    – DMGregory
    Sep 28 '21 at 11:49
  • \$\begingroup\$ well, this discrepancy is quite annoying \$\endgroup\$
    – ina
    Sep 30 '21 at 0:28
  • \$\begingroup\$ Don't forget to mark your answer as Accepted if it worked for you. \$\endgroup\$
    – DMGregory
    Oct 27 '21 at 12:11

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