Getting the width of a sprite
Solution 1
If the sprite's res is 128x128 pixels.
And this sprite's Pixels To Units is 100.
So your tileWidth will be: renderer.bounds.size.x = 128/100 = 1.28
But you use int: (int)renderer.bounds.size.x = (int)1.28 = 1
and this is why your sprites overlapping each other.
float tileWidth = (float)tileSet[0].renderer.bounds.size.x;
Solution 2
If you are using Unity 5 you should use this code:
float tileWidth = tileSet[0].GetComponent<SpriteRenderer>().bounds.size.x;
Pay attention to your pixels per unit.
Solution 3
As jjxtra noted, Verv's answer is not handling rotation properly (and neither is MBehtemam's, as it's the same answer with a slight syntax update).
The following extension method correctly returns the pixel size of a given texture for different orthographic camera sizes, scales, rotations and textures.
public static Vector2 GetPixelSize(this SpriteRenderer spriteRenderer, Camera camera = null)
{
if (spriteRenderer == null) return Vector2.zero;
if (spriteRenderer.sprite == null) return Vector2.zero;
float pixelsPerUnit = spriteRenderer.sprite.pixelsPerUnit;
// Get top left corner
float offsetRight = spriteRenderer.sprite.rect.size.x / 2f / pixelsPerUnit;
float offsetUp = spriteRenderer.sprite.rect.size.y / 2f / pixelsPerUnit;
Vector2 localRight = Vector2.right * offsetRight;
Vector2 localUp = Vector2.up * offsetUp;
// Go to world
Vector2 worldRight = spriteRenderer.transform.TransformPoint(localRight);
Vector2 worldUp = spriteRenderer.transform.TransformPoint(localUp);
Vector2 worldCenter = spriteRenderer.transform.position;
// Go to pixels
Vector2 coordsRight = GetPixelCoordinates(worldRight, camera);
Vector2 coordsUp = GetPixelCoordinates(worldUp, camera);
Vector2 coordsCenter = GetPixelCoordinates(worldCenter, camera);
// Get sizes
float pixelsRight = Vector2.Distance(coordsCenter, coordsRight);
float pixelsUp = Vector2.Distance(coordsCenter, coordsUp);
Vector2 itemSize = Vector2.right * pixelsRight * 2 + Vector2.up * pixelsUp * 2;
return itemSize;
}
public static Vector2 GetPixelCoordinates(this Transform transform, Camera camera = null)
{
if (transform == null) return Vector2.zero;
return GetPixelCoordinates(transform.position, camera);
}
private static Vector2 GetPixelCoordinates(Vector3 position, Camera camera)
{
if (camera == null)
camera = Camera.main;
if (camera == null) return Vector2.zero;
return camera.WorldToScreenPoint(position);
}
Solution 4
SpriteRenderer spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
//size in Units
Vector3 itemSize = spriteRenderer.bounds.size;
float pixelsPerUnit = spriteRenderer.sprite.pixelsPerUnit;
itemSize.y *= pixelsPerUnit;
itemSize.x *= pixelsPerUnit;
Vaibhav
Updated on April 24, 2020Comments
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Vaibhav about 4 years
I am trying to create a row out of some square sprites I have. So to get the width of these sprites i am using
tileWidth = (int)tileSet[0].renderer.bounds.size.x;
And then to form the row i am uisng
for(int i = 0; i < tileSet.Length ; i++){ if((i+1)*tileWidth<screenWidth){ tileSet[i].transform.position = new Vector3(i*tileWidth,0,0); } }
But the sprites are still overlapping each other and do not form a proper row.
What am i doing wrong here and how can i rectify it? -
jjxtra about 8 yearsIf the sprite is rotated, this may return larger or smaller values than expected.
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Mike Pandolfini about 4 yearsThis is outdated.
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ejbytes over 3 yearsIn my case I used: Game object obj = .................................................................................................................. private double getWidth (GameObject o) { ............................................................................ ...... return o.GetComponent<SpriteRenderer>().bounds.size.x; ........................................ } ................................................................................................................................................ Worked perfectly.