Generates the meshes and material given the current properties.Sprite sheets are a common asset in any 2D pixel art game. 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.Save or copy the generated mesh if you want to use it in MeshInstance nodes.This behaviour is intended, as it provides a better user experience. When you change a property, you need to wait three seconds for the editor to update the meshes. Change any of the properties, if needed.Instantiate a SpriteMeshInstance in your scene.Using the editor, the algorithm would not be executed at runtime. I recommend this method if you don't need to generate the meshes procedurally. Lastly, click on the Active check box at the SpriteMesh row. Then click the Project dropdown, select Project Settings. For both of them, you would need to include the folder sprite_mesh of this project into the addons directory of your Godot project. There are two ways of using this plugin, via the editor or code. In this image, you can see the result of this algorithm. However, it has the benefit that the mesh it produces tends to optimise the number of tris. It is for this reason that I do not recommend executing it frequently. The algorithm SpriteMeshInstance uses to generate the meshes is a bit demanding. It has the benefit over MeshInstance in that it adds support for animations in which each frame is a different mesh, as seen in the example below. SpriteMeshInstance can also be used to display the generated meshes on the scene. It adds two new classes, SpriteMesh and SpriteMeshInstance. SpriteMesh is a plugin for Godot that allows you to create 3D meshes based on a 2D sprite.
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