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@almirage
Last active May 14, 2024 10:49
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Sprite animation for UI.Image on Unity
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class ImageAnimation : MonoBehaviour {
public Sprite[] sprites;
public int spritePerFrame = 6;
public bool loop = true;
public bool destroyOnEnd = false;
private int index = 0;
private Image image;
private int frame = 0;
void Awake() {
image = GetComponent<Image> ();
}
void Update () {
if (!loop && index == sprites.Length) return;
frame ++;
if (frame < spritePerFrame) return;
image.sprite = sprites [index];
frame = 0;
index ++;
if (index >= sprites.Length) {
if (loop) index = 0;
if (destroyOnEnd) Destroy (gameObject);
}
}
}
@i-miss-old-mmorpg
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Brilliant

@cor2879
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cor2879 commented Aug 10, 2023

Hi, just one thought. Would it not be preferable to place this code within 'FixedUpdate' rather than update? Since we are counting frames between image updates, and Update is CPU bound you may get faster or slower animations based on the CPU of the device.

@cor2879
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cor2879 commented Aug 10, 2023

Otherwise, nice animation loop code for UI. I will be adapting this for the new UI I am building for my game on iOS

@SirMcPotato
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SirMcPotato commented Nov 1, 2023

Hi, just one thought. Would it not be preferable to place this code within 'FixedUpdate' rather than update? Since we are counting frames between image updates, and Update is CPU bound you may get faster or slower animations based on the CPU of the device.

That's also what I'll recommend to do! I've noticed that when running with Update on mobile, animation is much more slower than on desktop, because frame-rates are not the same.
Also, it should be framesPerSprite, it's confusing in the other way.

using UnityEngine;
using UnityEngine.UI;

[RequireComponent(typeof(Image))]
public class ImageAnimation : MonoBehaviour
{

    public Sprite[] sprites;
    public int framesPerSprite = 6;
    public bool loop = true;
    public bool destroyOnEnd = false;

    private int index = 0;
    private Image image;
    private int frame = 0;

    void Awake()
    {
        image = GetComponent<Image>();
    }

    void FixedUpdate()
    {
        if (!loop && index == sprites.Length)
            return;
        frame++;
        if (frame < framesPerSprite)
            return;
        image.sprite = sprites[index];
        frame = 0;
        index++;
        if (index >= sprites.Length)
        {
            if (loop)
                index = 0;
            if (destroyOnEnd)
                Destroy(gameObject);
        }
    }
}

@edgracehub
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Amazing, thank you!

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