private void Awake() { sprite = TextureColor32.Pooler.Instance.GetSprite(512, 512); sprite.SetPixelsPerUnit(512); sprite.Clear(Color.clear); sprite.mTexture.Apply(); drawing.sprite = sprite.uSprite; collider = drawing.GetComponent<Collider>(); }
private void Awake() { // create a 512x512 pixel canvas to draw on canvasSprite = TextureColor32.Pooler.Instance.GetSprite(512, 512); // tell unity that for every 512 pixels wide this sprite is, it should // be one world unit wide canvasSprite.SetPixelsPerUnit(512); // fill the sprite with transparent pixels canvasSprite.Clear(Color.clear); // update the real unity texture so that it can be displayed canvasSprite.mTexture.Apply(); // set the existing SpriteRenderer to use the newly created sprite drawing.sprite = canvasSprite.uSprite; collider = drawing.GetComponent<Collider>(); }