Is it possible to get editor referenced sprite and use it in react?

Hai,
I created a new class that has a Sprite. I referenced it in the editor. When I do console log, the class containing the sprite is emitted. Is it possible to get them?

export class OptionalSeqData{
  isOption?:boolean;
  isTextOption?:boolean;
  optSeqValueList?:optionalSeqValue[];
}

export class optionalSeqValue{
  optionalSprite?:Sprite;
  optionalName?:string;
  seqID?:number;
}


Hi Ashok,

Yes, it is possible to use editor-referenced sprites in React with Needle Engine. You can follow these steps:

  1. Reference the Sprite: Ensure that your sprite is correctly referenced in your class where you define optionalSeqValue.
  2. Access the Sprite: Use the properties of your optionalSeqValue class to access the sprite. When the class instance is created and rendered in the React environment, retrieve the sprite when needed.

Here’s a conceptual example of how you might implement this in React:

import React from 'react';
import { SpriteRenderer } from "@needle-tools/engine"; // Make sure to import necessary components from Needle Engine

export class OptionalSeqData {
  isOption?: boolean;
  isTextOption?: boolean;
  optSeqValueList?: optionalSeqValue[];
}

export class optionalSeqValue {
  optionalSprite?: Sprite;  // Ensure this is the sprite you referenced
  optionalName?: string;
  seqID?: number;

  // Method to get sprite texture, if needed
  getSpriteTexture() {
    return this.optionalSprite?.texture;
  }
}

const MyComponent = ({ optionalSeqValues }) => {
  return (
    <div>
      {optionalSeqValues.map((value, index) => (
        <div key={index}>
          <h3>{value.optionalName}</h3>
          {value.getSpriteTexture() && 
            <SpriteRenderer sprite={value.optionalSprite} />}
        </div>
      ))}
    </div>
  );
};

In this example, SpriteRenderer would be used to render the sprite associated with your optionalSeqValue.

If you need to inspect or debug the sprite asset in the editor, you can also visit the Needle Engine Samples and Needle Engine Documentation for further insights.

Let me know if you have any specific implementation details or additional questions!

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Hello, make sure to mark your properties with @serializable(...) with the correct type. You can omit the type for primitives (Boolean, Number…) but need it for everything else (e.g. Sprite)

E.g.

export class OptionalSeqData{
  @serializable()
  isOption?:boolean;
  @serializable()
  isTextOption?:boolean;
  @serializable(optionalSeqValue)
  optSeqValueList?:optionalSeqValue[];
}

export class optionalSeqValue{
  @serializable(Sprite)
  optionalSprite?:Sprite;
  @serializable()
  optionalName?:string;
  @serializable()
  seqID?:number;
}

and the same potentailly for wherever you use OptionalSeqData in your component is missing @serializable(OptionalSeqData)

Got it, thanks! It worked. Quick question: is there a way to have a public variable without it showing up in the Unity Editor?

how to render sprite? The suggestion doesn’t seem to work

Add // @nonSerialized comment above. See Automatic Component Generation | Needle Engine Documentation

1 Like

This react component doesnt exist, sorry. The bot did make up stuff here

Do you have any suggestions about how to render that sprite in react? or its not possible?

You want to display the sprite texture in react in 2D as part of your UI or somewhere in the 3D scene?

In react as a 2D UI.

Is the sprite part of a spritesheet or a single texture? The image needs to be a single texture.

Do you have a specific reason for using a Sprite here? An alternative solution would be to use the ImageReference type. This copies the texture from Unity to your output directory and you can load it for react or webgl as a HTMLImageElement or Texture depending on your usecase.

If you want to keep trying to use the sprite: you can convert the sprite’s texture property to a canvas using Graphics.textureToCanvas and then use that canvas in your react code.

I wasn’t aware of ImageReference and was using Sprite instead. Switching to ImageReference fixed it. thanks!

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