Hi,
I’m fairly new to Unity, and I’ve been having a lot of issues performing simple rendering tasks. I’ve been wanting to render a sprite many times with increasing rotation to form a circle. Here’s a crummy diagram to explain my goal:
The basic trig to get the positions and rotations is not a problem at all - the problem is I don’t know how to do the basic render calls to draw the sprites. Looking through the manual, it seems I am expected to create new Sprite objects for each and every sprite around the circle - but if I’m drawing a lot of circles like this with high precision, this could be many thousands of individual objects when it would be a lot easier to manage a bunch of simple render calls in a row.
There’s one possible option I can take - manually creating the vertices of a the full circle with texture coordinates and set up indices and pass them into a MeshFilter (I think). But it seems like a lot more effort than it should take to simply render a bunch of simple rotated and scaled sprites.
Is there any simple ‘render sprite’ draw call that I can place in a script in a draw event, like
render_sprite(texture, x, y, xscale, yscale, rotation)?