Sprite Settings
Below you will find a description of all settings present in the inspector for each sprite class.

PackedSprite
ManualSprite
PackedSprite
Managed
Sets whether or not the sprite will be managed by a SpriteManager. When managed, a sprite does not have its own mesh, but rather is combined with other sprites into a single mesh. For more information, see Managed Sprites.
Manager
[Managed Only] The SpriteManager object that will manage this sprite. This can only be set if "Managed" is checked. For more information, see Managed Sprites.
Draw Layer
[Managed Only] The layer in which this sprite will be drawn. Lower draw layer values result in an earlier drawing order. Sprites with higher draw layer values will appear to be drawn in front of sprites with lower draw layer values. This value only has meaning if the sprite is managed. For more information, see Managed Sprites.
Persistent
When checked, the sprite will not be automatically destroyed when a new scene is loaded.
Plane
The plane in which the sprite will be drawn. i.e. XY, XZ, or YZ.
Winding
Whether sprite polygons should be wound clock-wise or counter clock-wise. Determines which side of the sprite is considered by the renderer to be the "front".
Width
Height
The dimensions of the sprite in local space.
Bleed Compensation
Bleed compensation can be used to adjust for "bleed" that can occur with texture filtering. When two sprites are close together on an atlas, filtering can cause pixels from adjacent images to "bleed" into the one you are showing. If this occurs, try setting this value to 0.5,0.5. Depending on how severe it is and what mip level your game is using at a given time, this value may need to be increased from there.
Anchor
How the sprite will be "anchored" relative to its center. Ex: if UPPER_LEFT is selected, the GameObject center will be at the upper-left corner of the sprite, and all sprite growth will take place downward and toward the right. TEXTURE_OFFSET is a special anchoring mode that centers the sprite relative to its GameObject's center according to how the sprite was centered in the original source texture.
Pixel Perfect
When enabled, the sprite will always be sized pixel-perfect at runtime. This means regardless of screen resolution, the sprite will always be drawn at its "native" size. Ex: a 32x32 sprite will always be drawn using 32x32 screen pixels, regardless of resolution.

NOTE: If the object moves relative to a perspective camera, the sprite's SetCamera() method will need to be called and passed a reference to the camera to ensure it updates its size to remain pixel-perfect at the new location.
Auto Resize
When animating, the sprite's proportions will be automatically adjusted according to the original source texture, so that there is no warping or distortion.
Offset
Distance the sprite will be offset, in local space, from its GameObject's center.
Color
The color the sprite will be tinted. This can also be used to apply a fade to the sprite by changing the alpha.
Render Camera
The camera that will be used to render the sprite. If left empty, this will default to the main camera.
Hide At Start
When checked, the object will be hidden initially until it is unhidden by calling:
obj.Hide(false);
Ignore Clipping
When true, the control will not be clipped.
Play Anim On Start
When checked, the animation with the index specified in the Default Anim setting will be played at start.
Default Anim
The 0-based index of the animation to be designated as the "default". This can be used with the Play Anim On Start feature to designate the animation that should play automatically at start. There is also a special On Anim End setting that will play this animation when another animation finishes.
Texture Animations
An array of objects which define a sprite animation. For information, see Animation Settings.
ManualSprite
Managed
Sets whether or not the sprite will be managed by a SpriteManager. When managed, a sprite does not have its own mesh, but rather is combined with other sprites into a single mesh. For more information, see Managed Sprites.
Manager
[Managed Only] The SpriteManager object that will manage this sprite. This can only be set if "Managed" is checked. For more information, see Managed Sprites.
Draw Layer
[Managed Only] The layer in which this sprite will be drawn. Lower draw layer values result in an earlier drawing order. Sprites with higher draw layer values will appear to be drawn in front of sprites with lower draw layer values. This value only has meaning if the sprite is managed. For more information, see Managed Sprites.
Persistent
When checked, the sprite will not be automatically destroyed when a new scene is loaded.
Plane
The plane in which the sprite will be drawn. i.e. XY, XZ, or YZ.
Winding
Whether sprite polygons should be wound clock-wise or counter clock-wise. Determines which side of the sprite is considered by the renderer to be the "front".
Width
Height
The dimensions of the sprite in local space.
Bleed Compensation
Bleed compensation can be used to adjust for "bleed" that can occur with texture filtering. When two sprites are close together on an atlas, filtering can cause pixels from adjacent images to "bleed" into the one you are showing. If this occurs, try setting this value to 0.5,0.5. Depending on how severe it is and what mip level your game is using at a given time, this value may need to be increased from there.
Anchor
How the sprite will be "anchored" relative to its center. Ex: if UPPER_LEFT is selected, the GameObject center will be at the upper-left corner of the sprite, and all sprite growth will take place downward and toward the right. TEXTURE_OFFSET is a special anchoring mode that centers the sprite relative to its GameObject's center according to how the sprite was centered in the original source texture.
Pixel Perfect
When enabled, the sprite will always be sized pixel-perfect at runtime. This means regardless of screen resolution, the sprite will always be drawn at its "native" size. Ex: a 32x32 sprite will always be drawn using 32x32 screen pixels, regardless of resolution.

NOTE: If the object moves relative to a perspective camera, the sprite's SetCamera() method will need to be called and passed a reference to the camera to ensure it updates its size to remain pixel-perfect at the new location.
Auto Resize
When animating, the sprite's proportions will be automatically adjusted according to the original source texture, so that there is no warping or distortion.
Offset
Distance the sprite will be offset, in local space, from its GameObject's center.
Color
The color the sprite will be tinted. This can also be used to apply a fade to the sprite by changing the alpha.
Render Camera
The camera that will be used to render the sprite. If left empty, this will default to the main camera.
Hide At Start
When checked, the object will be hidden initially until it is unhidden by calling:
obj.Hide(false);
Ignore Clipping
When true, the control will not be clipped.
Play Anim On Start
When checked, the animation with the index specified in the Default Anim setting will be played at start.
Default Anim
The 0-based index of the animation to be designated as the "default". This can be used with the Play Anim On Start feature to designate the animation that should play automatically at start. There is also a special On Anim End setting that will play this animation when another animation finishes.
Lower Left Pixel
Defines the position of the lower-left pixel of the "static image" this sprite should have.

NOTE: Pixel coordinates start at 0 and go to n-1, where n is the width or height. For example, the left-most pixel of a 128x128 texture is at x=0, and the right-most pixel is at x=127. The top-most pixel for the same texture is at y=0, and the bottom-most pixel is at y=127.
Pixel Dimensions
The with and height of the sprite's "static image", in pixels.
Animations
An array of objects which define a sprite animation. For information, see Animation Settings.