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Sprite Meter

A Sprite Meter displays a value by updating a SpriteRenderer in world space.

This is ideal for:

  • World-space health bars
  • Enemy stamina or charge bars
  • In-world progress indicators attached to objects
  • Frame-based or segmented sprite meters

Widget setup:

Sprite Meter Component

Add Component -> PlayMaker -> Widgets -> Sprite Meter

Parameters

Field Description
Value Current meter value. In edit mode, this is used for preview.
Min Value Value corresponding to an empty meter.
Max Value Value corresponding to a full meter.
Clamp To Range Keeps values within Min/Max before normalizing.
Invert Reverses normalized output (1 - t).
Target SpriteRenderer to update.
Fill Method How the meter is visualized: ScaleTransform, ResizeSprite, or AnimationFrames.
Axis Axis to apply fill on (X or Y) for scale/resize methods.
Anchor Mode Which side stays fixed while filling: Center, Start, or End.
Frames Sprite list used by AnimationFrames (first = empty, last = full).
Update Label Optional Meter Label to update when the meter changes.
Use Color Gradient If enabled, drives SpriteRenderer.color from a gradient.
Color Gradient Gradient evaluated from 0 to 1 (min to max).
Update In Edit Mode When enabled, updates automatically in the editor for previewing.

Notes:

  • ScaleTransform scales the transform and is best for simple bars.
  • ResizeSprite changes SpriteRenderer.size and works best with size-friendly sprite setups (for example sliced/tiled workflows).
  • AnimationFrames maps normalized values to a frame index for discrete visual steps.

Actions

Sprite Meter uses these actions:

Tips

  • Use ScaleTransform for lightweight bars and ResizeSprite for sprite-driven UI look.
  • Use AnimationFrames when you want clear visual steps (for example 10 frame-based segments).
  • Pick Anchor Mode: Start to keep left/bottom edges fixed, or End to keep right/top edges fixed.
  • Enable Use Color Gradient for state feedback such as green-to-red health.