# Use sprites Intermediate Programmer To add a sprite to a scene, add a **sprite component** to an entity. Afterwards, you can control the sprite with a script. ## Add a sprite component 1. In the **Scene Editor**, select the entity you want to add a sprite to. >[!Tip] >To create an entity, right-click the scene or Entity Tree and select **Empty entity**. 2. In the **Property Grid**, click **Add component** and select **Sprite**.  Game Studio adds a Sprite component to the entity. 3. From the **Asset View**, drag the sprite sheet to the **Source** field in the Sprite component:
**Billboards** always face the camera and appear fixed in 3D space.
| Color | Applies a color to the sprite
| Intensity | The intensity by which the color is scaled (mainly used for rendering LDR sprites in HDR scenes)
| Premultiply alpha | Premultiply color components by their alpha component
| Ignore depth | Ignore the depth of other elements in the scene when rendering the sprite. This always places the sprite on top of previous elements.
| Alpha cutoff | Ignore pixels with low alpha values when rendering the sprite
| Sampler | The texture sampling method used for the sprite: Point (nearest), Linear, or Anisotropic
| Swizzle | How the color channels are accessed.
**Default** leaves the image unchanged (finalRGB = originalRGB)
**Normal map** uses the color channels as a [normal map](../graphics/textures/normal-maps.md)
**Grayscale (alpha)** uses only the R channel (finalRGBA = originalRRRR), so the sprite is red
**Grayscale (opaque)** is the same as **Grayscale (alpha)**, but uses a value of `1` for the alpha channel, so the sprite is opaque
| Render group | Which render group the sprite belongs to. Cameras can render different groups. For more information, see [Render groups and render masks](../graphics/graphics-compositor/render-groups-and-masks.md).
## Use sprites in a script
You can use scripts to render sprites at runtime. To do this, attach the script to an entity with a sprite component.
For information about how to add scripts to entities, see [Use a script](../scripts/use-a-script.md).
### Code sample
This script displays a sprite that advances to the next sprite in the index every second. After it reaches the end of the sprite index, it loops.
```cs
using Stride.Rendering.Sprites;
public class Animation : SyncScript
{
// Declared public member fields and properties are displayed in Game Studio.
private SpriteFromSheet sprite;
private DateTime lastFrame;
public override void Start()
{
// Initialize the script.
sprite = Entity.Get