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Features Inspector Visual Components
- AnimatedSpriteLayer: Data structure for packaging sprite animation frames with per-frame offsets and transparency
- LayeredImage: UI Toolkit element that composites multiple sprite animation layers into a single animated image
- EnhancedImage: Extended Unity UI Image with HDR color support and shape masking
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:
- Eliminates manually syncing sprite frames, offsets, and alpha values across multiple systems
- Provides type-safe storage for animation layer data
- Automatically converts world-space offsets to pixel-space for rendering
- Validates texture readability at construction time (catches import setting errors early)
✅ Use when:
- Building
LayeredImagecompositions - Creating character animations with separate layers for body parts
- Combining sprite effects (glow, shadow, outline) with base sprites
- You need frame-by-frame position adjustments (bobbing, recoil, etc.)
- Working with sprite-based animations that need dynamic layering
❌ Don't use when:
- You only have a single sprite sequence (just use
Animator) - Sprites don't need per-frame offsets (just use sprite arrays)
- You're working with UI Toolkit animations (use USS transitions)
- Performance is critical and you can pre-render combinations
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
);
#endifTexture 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:
- Select the texture asset
- In Inspector, check "Read/Write Enabled"
- Click Apply
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:
- Sprite sheet explosion: Instead of 10 bodies × 20 helmets × 15 armors = 3,000 pre-rendered sprites, you have 10 + 20 + 15 = 45 source sprites
- Memory efficiency: Only active layers are loaded, not every possible combination
- Runtime flexibility: Change equipment/effects without new assets
- Automatic composition: Handles alpha blending, pivot alignment, and cropping
✅ Use when:
- Character customization systems (swap equipment, clothing, accessories)
- Visual effects that layer over base sprites (shields, auras, damage flashes)
- Procedural sprite generation from components
- UI that needs animated, multi-layer sprites
- You want to avoid combinatorial explosion of pre-rendered sprites
❌ Don't use when:
- Single-layer animations (use Unity's
ImageorAnimator) - 3D models (use skinned mesh renderers)
- Performance is absolutely critical and you can afford pre-rendered sheets
- Sprites don't share the same frame count/timing
- Working in UGUI (use
EnhancedImagefor 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 animationLayeredImage 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:
- Allocates canvas: Creates a texture large enough to hold all layers with their offsets
- Alpha blending: Layers are composited back-to-front with alpha blending
- Pivot alignment: Each sprite's pivot point is respected during positioning
- Offset application: Per-frame pixel offsets are applied
-
Cropping: Transparent borders are trimmed (configurable via
pixelCutoff) - Rendering: Final composited texture is displayed
Performance optimization:
- Uses parallel processing for large sprites (2048+ pixels total)
- Employs array pooling to minimize GC allocations
- Caches composited frames when possible
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:
- Compositing happens every frame for animated images
- Large sprite resolutions (1024×1024+) will impact performance
- Consider pre-rendering if targeting low-end devices
- Parallel processing threshold is 2048 pixels (width × height)
Editor vs Runtime:
- In Editor: Uses Unity's editor update ticks for animation
- In Runtime: Uses coroutines for frame timing
- Both honor
updatesSelfsetting
What 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:
- HDR colors (for bloom/glow effects)
- Complex shape masks (beyond sprite masks)
- Shader-based shape rendering
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- Always enable Read/Write on source textures (build will fail otherwise)
- Keep frame counts consistent across layers for the same animation
- Use world-space offsets for consistent motion across different sprite resolutions
- Cache layer instances when using the same animation repeatedly (they're immutable)
- Layer order matters: Layers are rendered front-to-back in array order
- Optimize sprite sizes: Trim transparent borders before importing (use Sprite Editor's "Tight" mode)
- Profile on target hardware: Mobile devices may struggle with 512×512+ composites at 60fps
- Use manual updates when syncing with non-UI systems (like gameplay state)
- Pre-render if combinations are limited and performance is critical
- Don't mix with Image: EnhancedImage replaces Unity's Image, don't use both
- Material cleanup is automatic but test in edit mode transitions
- HDR requires post-processing: Ensure Bloom is enabled in your camera's post-processing
- Editor Tools Guide - EnhancedImage editor integration
- Samples - Example projects in
Samples~folder in the repository - Math & Extensions - Color utilities used internally
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.
📦 Unity Helpers | 📖 Documentation | 🐛 Issues | 📜 MIT License
- Inspector Button
- Inspector Conditional Display
- Inspector Grouping Attributes
- Inspector Inline Editor
- Inspector Overview
- Inspector Selection Attributes
- Inspector Settings
- Inspector Validation Attributes
- Utility Components
- Visual Components
- Data Structures
- Helper Utilities
- Math And Extensions
- Pooling Guide
- Random Generators
- Reflection Helpers
- Singletons


