# Sprite Library component in Unity The **Sprite Library** component defines which [Sprite Library Asset](SL-Asset.md) a GameObject refers to at runtime. When you attach this component to a GameObject, the [Sprite Resolver component](SL-Resolver.md) attached to the same GameObject or child GameObject will refer to the Sprite Library Asset set by the Sprite Library component. This allows you to change the Sprite referenced by a [Sprite Renderer](https://docs.unity3d.com/Manual/class-SpriteRenderer) with the Sprite Resolver component. ## Sprite Library Inspector window In the Sprite Library component’s Inspector window, assign the desired Sprite Library Asset to the **Sprite Library Asset** property. You can also select **New** to create and save a new Sprite Library Asset which is automatically assigned to the Sprite Library Asset field. ![](images/2D-animation-SLComp-New.png) After assigning a Sprite Library Asset, the Inspector window shows a **Open Sprite Library Editor** button. ![](images/2D-animation-SLComp-Open.png) To edit the contents of a Sprite Library Asset, use the [Sprite Library Editor window](SL-Editor.md). ## Overriding entries You can't override Sprite Library entries directly in the **Inspector** window starting from version 9 of the 2D Animation package. To override Sprite Library entries, use these [public methods](xref:UnityEngine.U2D.Animation.SpriteLibrary#methods) instead. To save the overrides to a separate asset, select **Export to Sprite Library Asset**. The asset is then automatically assigned to the Sprite Library Asset property. ![](images/2D-animation-SLComp-Export.png) ## Additional resources - [Swapping Sprite Library Assets](SLASwap.md) - [Overrides to the Main Library](SL-Main-Library.md)