Sprite Frame Assets

    Use the default asset import method to import image assets into the project, then set the type of image as sprite-frame in the Inspector panel:

    Creator will then automatically create a spriteFrame resource under it as shown below:

    Image assets will use thumbnails of their own pictures as icons in the Assets panel. When the image sub-asset is selected in the Assets panel, a thumbnail of the image is displayed below the Inspector panel.

    The has the following properties:

    Using a Sprite Frame

    In the editor, drag the SpriteFrame asset to the Sprite Frame property of the Sprite component to switch the image displayed by the Sprite. At runtime, taking the content picture in the above picture as an example, The entire asset is divided into image asset (), its sub-asset () and sub-asset (). The assets in the game package can be obtained by the following methods:

    Method 2: (load SpriteFrame):

    Assets on the server can only be loaded into ImageAsset. For specific methods, please refer to the dynamic load asset documentation.

    Cocos Creator will provide a way to package an Image Asset as a SpriteFrame in a later release to make it easier for users to use image assets.

    The container contains objects that are used by RenderTexture

    For API information, please refer to the SpriteFrame documentation.