Publisher
nicksteingames
JSON Atlas Texture
Adds a small class based on AtlasTexture' that allows you to use .json` files for sprite sheets
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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 the texture 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
symbolproperty. - Texture scaling through a
scaleproperty within the AtlasTextureJSON.- Customisable scale interpolation via
scale_behaviourproperty.
- Customisable scale interpolation via
- Customisable
framelooping behaviour viaframe_behaviourproperty.
Planned
- Aseprite custom formatting options.
Tentative
- Custom offsets on symbols.
- Automatic Atlas creation with presets via the
Importtab. - A completely independent class
TextureJSON(without inheriting AtlasTexture.).
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 any Texture2D-based property.
- Load your source image into the texture property of the resource.
- Select the sprite and frame you want via the
symbolandframeproperties.
Exporting
[!IMPORTANT] When Exporting from Aseprite, The
Item Filenameformat must be:{tag}{tagframe0000}
[!IMPORTANT] The
.jsonfile must have the same base name as your texture image.β YES:
πSprites ββ π¨ sprite.png ββ π sprite.jsonβ NO:
πSprites ββ π¨ sprite_image.png ββ π sprite_json_data.json
Issues
- JSON file is not updated automatically (#2)