sprite
8 public commands in this category.
create_sprite
Create a new 2D sprite entity with optional texture, sorting layer, and position
Scope:
scene:write. Token cost: 0.- entityType string (optional)
- Carrier mesh spawned to hold the sprite (default plane)
- name string (optional)
- Entity name
- position array (optional)
- [x, y, z] position
- sortingLayer string (optional)
- Sorting layer for draw order
- sortingOrder integer (optional)
- Order within sorting layer (higher = drawn on top)
- textureAssetId string (optional)
- Asset ID for sprite texture
get_sprite
Query all sprite properties for an entity
Scope:
scene:read. Token cost: 0.- entityId string (required)
- Target entity ID
set_sorting_layers
Configure 2D sprite sorting layers and their render order
Scope:
scene:write. Token cost: 0.- layers array (required)
- Array of sorting layer definitions
set_sprite_anchor
Set the anchor/origin point of a sprite
Scope:
scene:write. Token cost: 0.- anchor string (required)
- Anchor point
- entityId string (required)
- Target entity ID
set_sprite_flip
Flip a sprite horizontally or vertically
Scope:
scene:write. Token cost: 0.- entityId string (required)
- Target entity ID
- flipX boolean (optional)
- Flip horizontally
- flipY boolean (optional)
- Flip vertically
set_sprite_sorting
Set sorting layer and order for draw order control
Scope:
scene:write. Token cost: 0.- entityId string (required)
- Target entity ID
- sortingLayer string (optional)
- Layer name
- sortingOrder number (optional)
- Order within layer
set_sprite_texture
Assign or change a sprite's texture
Scope:
scene:write. Token cost: 0.- entityId string (required)
- Target entity ID
- textureAssetId string (required)
- Asset ID for texture
set_sprite_tint
Set the color tint (RGBA multiplier) for a sprite
Scope:
scene:write. Token cost: 0.- color string (required)
- Hex color string, e.g. #RGB, #RGBA, #RRGGBB, or #RRGGBBAA
- entityId string (required)
- Target entity ID