Inheritance #

Sprite3D
Table of contents

Sprite3D #

is_instantiable, Node3D, Node, core, not_builtin_classes

2D sprite node in a 3D world.

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.

Members #

var frame: int = 0#

Current frame to display from sprite sheet. hframes or vframes must be greater than 1. This property is automatically adjusted when hframes or vframes are changed to keep pointing to the same visual frame (same column and row). If that's impossible, this value is reset to 0.

var frame_coords: Vector2i = 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.

var hframes: int = 1#

The number of columns in the sprite sheet. When this property is changed, frame is adjusted so that the same visual frame is maintained (same row and column). If that's impossible, frame is reset to 0.

var region_enabled: bool = false#

If true, the sprite will use region_rect and display only the specified part of its texture.

var region_rect: Rect2 = Rect2(0, 0, 0, 0)#

The region of the atlas texture to display. region_enabled must be true.

var texture: Texture2D#

Texture2D object to draw. If GeometryInstance3D.material_override is used, this will be overridden. The size information is still used.

var vframes: int = 1#

The number of rows in the sprite sheet. When this property is changed, frame is adjusted so that the same visual frame is maintained (same row and column). If that's impossible, frame is reset to 0.

Methods #

Annotations #

Constants #

Constructors #

Enums #

Operators #

Signals #

signal frame_changed()#

Emitted when the frame changes.

signal texture_changed()#

Emitted when the texture changes.

Theme Items #

Tutorials #