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These components solve the problem of creating complex, multi-layer sprite animations without pre-rendering every combination into massive sprite sheets.
What it is: An immutable data structure (struct) that packages a sprite animation sequence with per-frame position offsets and layer-wide alpha transparency.
Why it exists: When building complex sprite animations (like a character with equipment, effects, or layered body parts), you need a standardized way to represent each layer with its timing, positioning, and transparency. This struct is the building block for the LayeredImage composition system.
Problem it solves:
✅ Use when:
LayeredImage compositions❌ Don’t use when:
Animator)using WallstopStudios.UnityHelpers.Visuals;
using UnityEngine;
// Create a layer from sprite sequence
Sprite[] walkCycleFrames = LoadWalkCycleSprites(); // Must have Read/Write enabled!
// Optional: per-frame offsets in world space (e.g., for bobbing motion)
Vector2[] walkBobOffsets = new[]
{
new Vector2(0, 0.1f), // Frame 0: slight up
new Vector2(0, 0), // Frame 1: neutral
new Vector2(0, 0.1f), // Frame 2: slight up
new Vector2(0, 0) // Frame 3: neutral
};
AnimatedSpriteLayer bodyLayer = new AnimatedSpriteLayer(
sprites: walkCycleFrames,
worldSpaceOffsets: walkBobOffsets,
alpha: 1f // Fully opaque
);
// Create equipment layer (same frame count, different sprites)
Sprite[] helmetFrames = LoadHelmetSprites();
AnimatedSpriteLayer helmetLayer = new AnimatedSpriteLayer(
sprites: helmetFrames,
worldSpaceOffsets: null, // No offsets
alpha: 0.9f // Slightly transparent
);
// Combine in LayeredImage (see below)
In editor code, you can create layers directly from AnimationClips:
#if UNITY_EDITOR
using UnityEditor;
AnimationClip walkClip = AssetDatabase.LoadAssetAtPath<AnimationClip>("Assets/Animations/Walk.anim");
AnimatedSpriteLayer layer = new AnimatedSpriteLayer(
clip: walkClip,
worldSpaceOffsets: null,
alpha: 1f
);
#endif
Texture Readability: All sprites must have Read/Write Enabled in their texture import settings. The constructor validates this and logs errors for non-readable textures.
To fix:
Frame Rate:
Default frame rate is 12 fps (stored in AnimatedSpriteLayer.FrameRate constant). This matches classic sprite animation timing.
Offset Conversion: World-space offsets are automatically converted to pixel-space using sprite pixels-per-unit. This ensures offsets scale correctly with sprite resolution.
What it is: A UI Toolkit VisualElement that composites multiple AnimatedSpriteLayer instances into a single animated image with alpha blending, automatic cropping, and frame timing.
Why it exists: Creating character customization systems (body + equipment), visual effects (base + glow), or any multi-layer sprite animation traditionally requires pre-rendering every combination into massive sprite sheets. LayeredImage composes layers dynamically at runtime.
Problem it solves:
✅ Use when:
❌ Don’t use when:
Image or Animator)EnhancedImage for UGUI, though it doesn’t support layering)using WallstopStudios.UnityHelpers.Visuals.UIToolkit;
using UnityEngine.UIElements;
// Create layers (see AnimatedSpriteLayer section above)
AnimatedSpriteLayer[] layers = new[]
{
bodyLayer, // Base character
armorLayer, // Equipment layer 1
helmetLayer, // Equipment layer 2
glowLayer // Effect layer
};
// Create LayeredImage
LayeredImage characterImage = new LayeredImage(
inputSpriteLayers: layers,
backgroundColor: null, // Transparent background (or use Color for solid background)
fps: 12f, // Animation speed
updatesSelf: true, // Automatically advances frames (uses Unity editor ticks or coroutines)
pixelCutoff: 0.01f // Alpha threshold for cropping transparent pixels
);
// Add to UI Toolkit hierarchy
rootVisualElement.Add(characterImage);
If you need precise control over frame advancement:
LayeredImage manualImage = new LayeredImage(
inputSpriteLayers: layers,
backgroundColor: null,
fps: 12f,
updatesSelf: false, // Disable automatic updates
pixelCutoff: 0.01f
);
// In your update loop
void Update()
{
manualImage.Update(force: false); // Advances frame based on elapsed time
}
// Or force immediate frame advance
manualImage.Update(force: true);
// Set frames per second at runtime
characterImage.Fps = 24f; // Speed up animation
characterImage.Fps = 6f; // Slow down animation
LayeredImage in Action
Character with dynamically composited layers animating at runtime
Swapping equipment layers at runtime without pre-rendered sprite sheets
LayeredImage performs these steps each frame:
pixelCutoff)Performance optimization:
Controls how aggressive transparent pixel cropping is:
// More aggressive cropping (removes near-transparent pixels)
layeredImage.pixelCutoff = 0.05f;
// Less aggressive (keeps more semi-transparent pixels)
layeredImage.pixelCutoff = 0.001f;
// No cropping (includes fully transparent border)
layeredImage.pixelCutoff = 0f;
Higher values = smaller final image, but may clip soft edges (glows, shadows).
Frame Synchronization: All layers must have the same number of frames. Mixing 4-frame and 8-frame animations will cause visual glitches.
Performance Considerations:
Editor vs Runtime:
updatesSelf settingWhat it is: An extended version of Unity’s UI Image component with HDR color support and texture-based shape masking.
Why it exists: Unity’s standard Image component doesn’t support:
See full documentation: Editor Tools Guide - EnhancedImage
Visual Demo
HDR color values above 1.0 create bloom effects when post-processing is enabled
Quick example:
using WallstopStudios.UnityHelpers.Visuals.UGUI;
EnhancedImage image = GetComponent<EnhancedImage>();
// HDR color for bloom
image.HdrColor = new Color(2f, 0.5f, 0.1f, 1f); // RGB values > 1 for bloom
// Shape mask
image.shapeMask = myMaskTexture; // Black areas are transparent
Q: Can I mix different frame counts in LayeredImage? A: No, all layers must have the same frame count. Pad shorter animations with duplicate frames if needed.
Q: Why are my layers not aligned correctly? A: Check that sprite pivots are set correctly (usually center). LayeredImage respects sprite pivot points.
Q: Can I change layers at runtime? A: Currently no, LayeredImage is immutable after construction. Create a new instance with updated layers.
Q: Performance impact vs pre-rendered sprites? A: Compositing costs ~1-3ms per image on modern hardware. Pre-rendered is faster but uses more memory/storage.
Q: Does this work with Unity’s Animator? A: No, LayeredImage is independent. It’s designed for UI Toolkit programmatic control.
Q: Can I export the composited result?
A: Not directly, but you could capture the rendered texture using Texture2D.ReadPixels in a render texture setup.