Attention
You are reading the latest
(unstable) version of this documentation, which may document features not available
or compatible with Godot 3.x.
Checking the stable version of the documentation...
Work in progress
Godot documentation is being updated to reflect the latest changes in version
4.0
. Some documentation pages may
still state outdated information. This banner will tell you if you're reading one of such pages.
The contents of this page are up to date. If you can still find outdated information, please open an issue.
Sprite3D¶
Inherits: SpriteBase3D < GeometryInstance3D < VisualInstance3D < Node3D < Node < Object
2D sprite node in a 3D world.
Description¶
A node that displays a 2D texture in a 3D environment. The texture displayed can be a region from a larger atlas texture, or a frame from a sprite sheet animation. See also SpriteBase3D where properties such as the billboard mode are defined.
Properties¶
|
||
|
||
|
||
|
||
|
||
|
Signals¶
frame_changed ( )
Emitted when the frame changes.
texture_changed ( )
Emitted when the texture changes.
Property Descriptions¶
int frame = 0
Current frame to display from sprite sheet. hframes or vframes must be greater than 1.
Vector2i frame_coords = Vector2i(0, 0)
Coordinates of the frame to display from sprite sheet. This is as an alias for the frame property. hframes or vframes must be greater than 1.
int hframes = 1
The number of columns in the sprite sheet.
bool region_enabled = false
If true
, the sprite will use region_rect and display only the specified part of its texture.
Rect2 region_rect = Rect2(0, 0, 0, 0)
The region of the atlas texture to display. region_enabled must be true
.
Texture2D texture
Texture2D object to draw. If GeometryInstance3D.material_override is used, this will be overridden. The size information is still used.
int vframes = 1
The number of rows in the sprite sheet.