[page:Object3D] →


A sprite is a plane that always faces towards the camera, generally with a partially transparent texture applied.

Sprites do not cast shadows, setting castShadow = true will have no effect.

Code Example

const map = new THREE.TextureLoader().load( 'sprite.png' ); const material = new THREE.SpriteMaterial( { map: map } ); const sprite = new THREE.Sprite( material ); scene.add( sprite );


[name]( [param:Material material] )

[page:Material material] - (optional) an instance of [page:SpriteMaterial]. Default is a white [page:SpriteMaterial].

Creates a new [name].


See the base [page:Object3D] class for common properties.

[property:SpriteMaterial material]

An instance of [page:SpriteMaterial], defining the object's appearance. Default is a white [page:SpriteMaterial].

[property:Vector2 center]

The sprite's anchor point, and the point around which the sprite rotates. A value of (0.5, 0.5) corresponds to the midpoint of the sprite. A value of (0, 0) corresponds to the lower left corner of the sprite. The default is (0.5, 0.5).


See the base [page:Object3D] class for common methods.

[method:Sprite clone]()

Returns a clone of this Sprite object and any descendants.

[method:Sprite copy]( [param:Sprite sprite] )

Copies the properties of the passed sprite to this one.

[method:null raycast]( [param:Raycaster raycaster], [param:Array intersects] )

Get intersections between a casted ray and this sprite. [page:Raycaster.intersectObject]() will call this method. The raycaster must be initialized by calling [page:Raycaster.setFromCamera]() before raycasting against sprites.


[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]