How i can get height and width parametrs from tiled sprite?

up

still dont understand how i can drive this fields from script (

You would get a reference to the SpriteRenderer, generally with GetComponent() if the component is on the same object. Then use your reference to access the size variable.

using UnityEngine;
public class Example : MonoBehaviour {

    private SpriteRenderer spriteRendererComponent;

    private void Awake() {
        spriteRendererComponent = GetComponent<SpriteRenderer>();
    }

    private void Start() {
        if(spriteRendererComponent != null) {
            spriteRendererComponent.size = Vector2.one; // any vector2
        }
    }
}
1 Like

Thx for help, its works, i try before change size.y, and unity return me error - that variable only for read;

You have to set the whole Vector2, not just the X or just the Y.

So you can do this:

using UnityEngine;
public class Example : MonoBehaviour {

    private SpriteRenderer spriteRendererComponent;

    private void Awake() {
        spriteRendererComponent = GetComponent<SpriteRenderer>();
    }

    private void Start() {
        if(spriteRendererComponent != null) {
            Vector2 newVector = spriteRendererComponent.size;
            newVector.y = 5f; // any float
            spriteRendererComponent.size = newVector;

            // or

            spriteRendererComponent.size.Set(spriteRendererComponent.size.x, 5f);
        }
    }
}

i solve this same way ) i understand about assign both x and y, mby u know how change pivot postion on sprite?
I dont understand how use this - https://docs.unity3d.com/ScriptReference/SpriteAlignment.html

SpriteAlignment is set on import in the SpriteEditor. I don’t think you can edit that at runtime.

https://docs.unity3d.com/Manual/SpriteEditor.html

=( bad new, im still need way to change pivot coordinates from sript. uGUI have tools for that, hope sprite have too

For a sprite, you can give it a parent gameobject, and then position the sprite using Local Position. Then use the parent for transformations to achieve the same pivot-like behavior.