![]() ![]() Returns the mesh that corresponds to a frame of the animation, represented by its index. The public methods of this class are: Name It would generate automatically in the editor, or after calling update_sprite_mesh in code. Be careful, as it would also produce misalignment. When its value increases, the UV mapping would move inwards. As a result, some lines of colour may appear at the border of some faces. Sometimes, the UV mapping would leak the colour of adjacent pixels into parts of the mesh where they shouldn't be. The maximum value of alpha for the algorithm to not render a given pixel. The region of the atlas texture to display. If true, texture will be cut from a larger atlas texture. The direction in which the front of the mesh faces. This is as an alias for the frame property. The number of columns in the sprite sheet.Ĭurrent frame to display from sprite sheet.Ĭoordinates of the frame to display from sprite sheet. If true, the mesh would have a back face, if false, it is invisible when looking at it from behind. The size of one pixel's width on the sprite to scale it in 3D. The public properties of this class are: Name It is inspired by Sprite3D, so many of its properties behave similarly. SpriteMeshInstance, which inherit from MeshInstance, is used to create the meshes based on the sprite. SpriteMeshInstance only sets its albedo texture, so you can freely change any other property. Each mesh of the array represents a frame of the animation. It has two properties: NameĪrray of meshes. SpriteMesh is a Resource that contains an array of meshes and their material. And as such, they don't require to call update_sprite_mesh to be applied. The only properties meant to change frequently at runtime are animation_frame and animation_frame_coords. If you want to, for example, flip a character sprite, it is better to just rotate the model than changing the position_flip_h property and regenerating it. Bellow is an example of how to create them.Įven if this option is available, I recommend only executing it on methods that are not called frequently, such as _ready. I recommend this method if you need to generate the meshes procedurally. It is more memory efficient than creating another SpriteMeshInstance and setting the same texture. If you want to use animations and pretend to use SpriteMeshInstance nodes in your scene instead, you can save or copy the SpriteMesh and assign it to other SpriteMeshInstance nodes. Remember to make it unique if you reuse this SpriteMeshInstance to generate other meshes. Save or copy the generated material if you want to use it in MeshInstance nodes. ![]() ![]()
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