AtlasTextureJSON
About
Custom class for the Godot Engine based on AtlasTexture
.
This class uses the .json
files that are created when exporting sprite sheets to compile Symbols / Tags and their respective frames to create a sprite.
Currently supported sprite sheet formats:
- Aseprite
- Adobe Animate / Flash
Features
- Automatic loading of a
.json
file when thetexture
is loaded. - Support for both Hash and Array-based
.json
formats. - Aseprite's Tags and Adobe Animate / Flash's Symbols seperated in sections through the
symbol
property. - Texture scaling through a
scale
property within theAtlasTextureJSON
.- Customisable scale interpolation via
scale_behaviour
property.
- Customisable scale interpolation via
- Customisable
frame
looping behaviour viaframe_behaviour
property.
Planned
- Aseprite custom formatting options.
Tentative
- Custom offsets on symbols.
- Automatic Atlas creation with presets via the
Import
tab. - A completely independent class
TextureJSON
(without inheritingAtlasTexture
).
Instructions
- Download the plugin (from AssetLib, or through cloning this repository).
- No enabling required, this "plugin" is really just a script that adds a new class to your project.
- Create a new resource instance of
AtlasTextureJSON
on anyTexture2D
-based property. - Load your source image into the
texture
property of the resource. - Select the sprite and frame you want via the
symbol
andframe
properties.
Exporting
[!IMPORTANT] When Exporting from Aseprite, The
Item Filename
format must be:{tag}{tagframe0000}
[!IMPORTANT] The
.json
file must have the same base name as your texture image.✅ YES:
📁Sprites ├─ 🎨 sprite.png └─ 📃 sprite.json
❌ NO:
📁Sprites ├─ 🎨 sprite_image.png └─ 📃 sprite_json_data.json
Issues
- JSON file is not updated automatically (#2)