From a6f0810d513e0b35a66d223734c757c6c31f9360 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Mon, 17 Aug 2020 17:33:35 +0200 Subject: [PATCH] Make the lack of AtlasTexture support in AnimatedTexture more prominent See https://github.com/godotengine/godot/issues/33855. (cherry picked from commit a7ad7ce3bd0604b62c2024fd22536aff42541884) --- doc/classes/AnimatedTexture.xml | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/doc/classes/AnimatedTexture.xml b/doc/classes/AnimatedTexture.xml index 0f7cc493491..7eae1fe205b 100644 --- a/doc/classes/AnimatedTexture.xml +++ b/doc/classes/AnimatedTexture.xml @@ -6,7 +6,8 @@ [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 [AnimatedSprite], it isn't a [Node], but has the advantage of being usable anywhere a [Texture] 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].