forked from BilalY/Rasagar
22 lines
1.4 KiB
Markdown
22 lines
1.4 KiB
Markdown
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# Image
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The **Image** control displays a non-interactive image to the user. You can use this for purposes such as decorations or icons, and you can change the image from a script to reflect changes in other controls. The control is similar to the [Raw Image](script-RawImage.md) control, but offers more options for animating the image and accurately filling the control rectangle. However, the Image control requires its Texture to be a [Sprite](https://docs.unity3d.com/Manual/class-TextureImporter.html), while the Raw Image can accept any Texture.
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![An Image control](images/ImageCtrlExample.png)
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## Properties
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![](images/UI_ImageInspector.png)
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|**Property:** |**Function:** |
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|:---|:---|
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|**Source Image** | The Texture that represents the image to display (which must be imported as a [Sprite](https://docs.unity3d.com/Manual/class-TextureImporter.html)). |
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|**Color** | The color to apply to the image. |
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|**Material** | The [Material](https://docs.unity3d.com/Manual/class-Material.html) to use for rendering the image. |
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|**Raycast Target** | Enable **Raycast Target** if you want Unity to consider the image a target for raycasting. |
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|**Preserve Aspect** | Ensure the image retains its existing dimension. |
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|**Set Native Size** | Set the dimensions of the image box to the original pixel size of the Texture. |
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You must import the image to display as a [Sprite](https://docs.unity3d.com/Manual/class-TextureImporter.html) to work with the Image control.
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