Paints the bound of the sprites in the output image.Ĭlick on the settings button to open the packing parameters in the Properties view. You can use this together with the Indexes option to create spritesheets. To sort the sprites by using a _01.png suffix in the source files. This naming convention may be useful for automatic animations creation. Many times developers group the source images in different folders with a special meaning, for example, the images are grouped in an Attacking and Idle folders, so, by enabling this parameter, the names of the folders are prepended to the name of the frames: Attacking_001. Prepends the parent folders name to the frames name. If your source images have extra space (transparent areas) around the picture, then activating these parameters the editor generates a texture that removes that spaces and a JSON file that specify to Phaser to render the sprites with the right spacing. It is useful to remove artifacts from sprites animations, tile sprites, in general when the source images has color pixels in the borders. It controls the spacing between the sprites. In some platforms this kind of textures performs better. In the second case the editor generates a texture with a size power of 2. When I pack identical sprite frames in one atlas file in TexturePacker, I could see they are aliased with a stack icon, and I can observe the sprites do. ![]() You can select Any Size (default) or POT (Power of 2). However, you can change the max size of the texture to make space for all the sprites. There are cases where the editor generates more than one page (images), to fit the given size. See Change Log for notes on previous releases.You can adjust the texture packing with the following parameters: Parameter Reach out on Twitter or the Ourcade Discord: Release Notes v0.0.6 November 3rd, 2022Īdd JSON Schema for files to provide autocompletion when modifying them. This extension is very new and not yet tested in a wide variety of projects or workflows so let us know if something's not working or if there's a use-case that you'd love to see! Relative path from where generated atlas image and JSON files should be saved to.įor example, saving to the the parent folder would be: "ourDir": ".". Nested folders that have an are automatically ignored. Include textures in nested folders when deep is set to true. ![]() MaxRectsBinMethod: 'best-short-side-fit' | 'best-long-side-fit' | 'best-area-fit' | 'bottom-left-rule' | 'contact-point-rule' MaxRectsMethod: 'smart' | 'square' | 'smart-square' | 'smart-area' | 'square-area' | 'smart-square-area' Keep file extensions in texture frame keys otherwise only the filename will be used.Īlgorithm: 'max-rects' | 'max-rects-bin' | 'optimal' Trim empty whitespace to optimize atlas size. Textures that are the same but have different filenames will only be packed once to optimize atlas size. Will make atlas maxWidth x maxHeight when set to true.Īllow textures to be rotated in the atlas. TexturePacker3D lets you consolidate Textures used in a model into one texture atlas or more if needed. This value is automatically detected for Phaser 3 or Pixi projects. The file name of the generated texture atlases.įormat: 'phaser3' | 'pixi' | 'phaser-hash' | 'json-hash' ![]() This extension only works on desktop versions of VS Code and cannot be run in the browser. If prettier is installed then the JSON files will be formatted like everything else in your project! Requirements (Currently works with Phaser 3 or Pixi projects.) The atlas format is automatically detected based on your project. The created in that folder is used for configuration options. Right click on a folder with images and then select Create Texture Atlas to pack them into 1 or more atlases. Easily create texture atlases for Phaser, Pixi, and more by grouping images into a folder! How it works
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