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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2020-08-17 17:33:35 +0200 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2020-08-17 17:34:40 +0200 |
commit | a7ad7ce3bd0604b62c2024fd22536aff42541884 (patch) | |
tree | 3733b7a28abd50112fa3c60b41da29026f385156 /doc/classes | |
parent | ba1109a3b3596d263182836c4f45cbffd12ac8f2 (diff) |
Make the lack of AtlasTexture support in AnimatedTexture more prominent
See https://github.com/godotengine/godot/issues/33855.
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/AnimatedTexture.xml | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/doc/classes/AnimatedTexture.xml b/doc/classes/AnimatedTexture.xml index 285e0d5f39..5774842144 100644 --- a/doc/classes/AnimatedTexture.xml +++ b/doc/classes/AnimatedTexture.xml @@ -6,7 +6,8 @@ <description> [AnimatedTexture] is a resource format for frame-based animations, where multiple textures can be chained automatically with a predefined delay for each frame. Unlike [AnimationPlayer] or [AnimatedSprite2D], it isn't a [Node], but has the advantage of being usable anywhere a [Texture2D] resource can be used, e.g. in a [TileSet]. The playback of the animation is controlled by the [member fps] property as well as each frame's optional delay (see [method set_frame_delay]). The animation loops, i.e. it will restart at frame 0 automatically after playing the last frame. - [AnimatedTexture] currently requires all frame textures to have the same size, otherwise the bigger ones will be cropped to match the smallest one. Also, it doesn't support [AtlasTexture]. Each frame needs to be separate image. + [AnimatedTexture] currently requires all frame textures to have the same size, otherwise the bigger ones will be cropped to match the smallest one. + [b]Note:[/b] AnimatedTexture doesn't support using [AtlasTexture]s. Each frame needs to be a separate [Texture2D]. </description> <tutorials> </tutorials> |