Sprite Update
Sprite Update changes a sprite that is already part of the scene.
Use Insert > Sprites & FX > Change Sprite for expression changes, hops, emphasis changes, slot movement, and pose swaps.
Properties
Inherited/common properties
| Field | What it does |
|---|---|
| Name | Optional label used in the editor and Story Map. Leave it empty to use VNC's automatic node name. |
| Sprite | Sprite asset affected by this node. |
| Pose | New pose image. Falls back to the sprite asset's default pose when needed. |
| Slot | Slot where the updated sprite should appear. |
| Transition | Update transition: hop, slide, or none. |
| Offset X / Offset Y | Pixel offsets. If unset, the previous sprite offsets can carry forward. |
| Next | Node that runs after this node finishes its own work. |
| Interactable | Whether the updated sprite can be activated by a sprite interaction wait. |
| Auto Emphasize | Whether dialog emphasis can affect this sprite. |
| Tint | Keep Current preserves the visible tint, Clear Tint removes it, and Custom applies Tint Color. |
| Tint Color | Color applied when Tint is Custom. VNC multiplies it into the sprite image, so white leaves the image unchanged. |
| Position Mode | slot, auto, or custom. If unset, an existing sprite can keep its position mode. |
| Orientation | pose_default, normal, or flipped. |
| Auto Position | left, center, or right when Position Mode is auto. |
| Position X / Position Y | Manual scale position when Position Mode is custom. Pixel offset fields can fine-tune the result. |
| Transition Duration | Optional duration used when the selected transition is animated. |
| Advance | Immediately continues right away. After Transition waits for the animated transition to finish. |
Runtime Behavior
When the node runs, VNC replaces the sprite state in the target slot. If the sprite was already visible and the position mode stays the same, unset custom position fields can carry forward from the previous sprite state.
Tint can also carry forward. Use Keep Current for expression changes that should keep the same lighting, Clear Tint to return to the sprite's original colors, or Custom to apply a new color.
This makes quick expression changes easy. You can update the pose without repeating every positioning field.
By default, the story continues immediately after starting the sprite update. Set Advance to After Transition for a hop or slide that should finish before the next node runs.
Example Setups
| Goal | Setup |
|---|---|
| Hop in place | Sprite noob, Pose default, Slot right, Position Mode auto, Auto Position right, Transition hop, Transition Duration 0.18, Set Next to the next node in your route. |
| Slide while changing expression | Sprite carter, Pose annoyed, Slot left, Offset X 42, Transition slide, Transition Duration 0.2, Set Next to the next node in your route. |
| Nudge a custom sprite | Sprite gnome, Slot center, Offset Y -12, Transition none, Set Next to the next node in your route. |
| Clear scene lighting | Sprite carter, Slot left, Tint Clear Tint, Transition none. |
| Move to a manual position | Sprite gnome, Slot center, Position Mode custom, Position X 0.5, Position Y 0.88, Position X Offset 0, Position Y Offset 16, Transition slide, Transition Duration 0.2. |
| Update interaction state | Sprite narrator, Slot center, Interactable false, Auto Emphasize false, Set Next to the next node in your route. |
Common Mistakes
| Problem | Fix |
|---|---|
| The wrong slot changes | Check Slot and whether a previous Sprite Enter used that slot. |
| The sprite jumps unexpectedly | Check Position Mode, custom position fields, and offsets. |
| Wait For Sprite Activation does not continue | Make sure Interactable is true on the visible sprite. |
Sprite Update is the node for motion inside a conversation. Use it for small readable changes instead of deleting and re-entering the same sprite every time.