![unfortunately texturepacker unfortunately texturepacker](https://randolphburt.files.wordpress.com/2014/08/xamarin-fullsolution.png)
![unfortunately texturepacker unfortunately texturepacker](https://www.gamedevelopment.blog/wp-content/uploads/2017/01/texturepacker.png)
Awesome Godot (curated list of Godot resources by /u/Calinou).Zeef (curated list of Godot resources by Andre Schmitz).Twitter Read before posting: Frequently Asked Questions IRC: #godotengine on Discord: Join the Godot Engine server Matrix: Join the Godot Engine community Support Godot development on Patreon! Reference material.Polygon meshes will most likely not be adopted by HTML5 game engines too fast - at least not as long as they have a fallback on Canvas sprites (which are rectangular) but will work well with WebGL renderers.īut I agree: We should document the format so that people can rely on it.A community for discussion and support in development with the Godot game engine. vertices contains the vertices in sprite coordinates, verticesUV the vertices in texture coordinates and triangles index triplets which build the triangles. "triangles":, ,, ,, , ]Ĭontains polygon mesh data of the sprite, split in triangles. The pivot or anchor point of the sprite - relative to the sprite's size - 0.5/0.5 is the sprite's center. SourceSize: The original size of the sprite including the transparency. This value unfortunately contains redundancy because the w and h value is identical with the frame's w and h. Additional space around the sprite is transparent. SpriteSourceSize: The non-transparent part of the sprite that is used in the frame. Trimmed: True if transparency was removed from the original sprite. Might differ for some frameworks which rely on counter clockwise rotated sprites. Rotated: If the sprite is rotated in the texture. "spriteSourceSize": ,įrame: The position of the sprite's data in the texture (in pixels) This is how a basic entry looks like: "Blue Key.png": We'll also make sure that the new extension is used by as many frameworks as possible.
UNFORTUNATELY TEXTUREPACKER UPDATE
TexturePacker 4.1.0 next update will contain a pivot point editor - so the format has to be extended. We also work close with the framework developers to add new features - which might also extend the format. Phaser does not support polygon packing and pivot points - features that are recently available in the generic exporters. In case of Phaser we've also created clones of the JSON format "Phaser (JSONArray)" which export the same data format but do restrict the features that are available in TexturePacker. I currently don't remember which framework we created the format for but it was it - TexturePacker's 2.1.5 release that contained the format. We also have 3 generic data formats: XML, JSON Hash and JSON Array. Most of TexturePacker's data formats are template based - you can adjust it to whatever you need. We define the export formats for our tools depending on the needs of the framework developers - in most cases we simply adapt to formats that are already available. I am Andreas Loew - creator of TexturePacker and PhysicsEditor. If there's no good answer to this question, can I at least trust the claims of, say, Physics Body Editor and Shoebox, that their exports will work anywhere? So I'd really like to know, is this specification actually documented anywhere? Does it have an origin or did it just. The final post appears to come from the horse's mouth, explaining that there's some "industry standard" that everyone uses, but the poster doesn't seem to know where the industry standard comes from either. I want certainty.Īfter a lot of searching I finally found this thread, in which a couple of posters also expressed these frustrations. I don't want to rely on a solution only to encounter a glitch I don't understand. These JSON creators claim their output works for a slew of different engines, but how can I be certain of that when there can't possibly be such universal collaboration between the creators of these engines? It's especially dubious considering I can't find a standard anywhere.
UNFORTUNATELY TEXTUREPACKER FREE
When I learned this I found some free alternatives that look like they might do the job. Phaser relies on PhysicsEditor to export and create the JSON data for its physics bodies and TexturePacker for its sprite atlases. This question is inspired by my venture into the Phaser game engine but seems to apply to any engine that uses JSON for its asset format.