Godot get texture width. I know that AnimatedSprite2D has a get_frame() method which returns a index integer of the current frame being displayed in the running animation. ADMIN MOD Right settings to fit TextureRect to screen . After this step your sprite For those wondering, this limit is imposed by the current graphics cards. For an image to be displayed, an ImageTexture has to be created Godot version 4. Encapsulates drawing and interaction with a game world. This my code,I don’t know why this code doesn’t work in version 4. A community for discussion and support in development with the Godot game engine. 5) I have created a tileset. We assume it was a Sprite object, because you've claimed as much, but whatever that object may be, you still are accessing its property by calling get_texture(). size. size). get_size. New comments cannot be posted. 1 Question I wrote a script to convert a viewport texture to an image but it returned empty I don’t know if it is a bug or if I missed something Code: ignore comments var vt: ViewportTexture = sub_v Textures in VRAM are either stored raw (uncompressed), meaning they use roughly width * height * texel size in bytes, or compressed using texture compression algorithms which are far less efficient than JPEG or PNG compression but they have predictable compression ratio, for example DXT1 has 6:1 compression and DXT3 has 4:1 compression. Log In / Sign Up; Advertise on Reddit; Shop Inherits: Node< Object Inherited By: SubViewport, Window Abstract base class for viewports. I want to get a color from a position in it (not just the colors in the array, but the final texture). In this case get_viewport(). var sprite_texture : Texture = I would like set the position of the enemy objects based on their sprites. window_get_current_screen()) DisplayServer. Happy to answer any follow up Qs :) Reply reply punctual117 • the technique works like a charm, though i was wondering what would be the best way to stack the textures, so say with four or so colours? Reply reply _lifeisshit_ • Someone The official subreddit for the Godot Engine. 👤 Asked By Tomi As I can see, many people have asked this question here, but the answers aren’t work in my code, because it doesn’t know “texture” property. mono. Then set emitting to true during an animation Skip to main content. After this step your sprite might get stretched. Expand user menu Open settings menu. 2. This I have a GradientTexture. Description: Texture2D resource that draws only part of its atlas texture, as defined It turns out that if I don’t want Pixel Art stylized textures, beautiful realistic characters, then I need to load each frame separately? I render from 3D models from different angles for my 2D game with a top view, sprites and I get the quality that I like, but each frame weighs 370kb and has a resolution of 1024x1024. screen_get_size() gives the size of the screen. size just returns the actual viewport size. 3D APIs, such as OpenGL or DirectX, make this very difficult because of internal hardware l Inherits: Texture2D< Texture< Resource< RefCounted< Object A texture that crops out part of another Texture2D. But I cant find the ℹ Attention Topic was automatically imported from the old Question2Answer platform. What I've tried to do is use the function Nope. size and get_viewport_rect(). To fix this simply multiply your width or height by the value that you set the scale of How do you easily get the size at which the texture is actually displayed without manually handling every possible case of the stretch mode? I know I can get: But answering the question I assume from title, this is how you get width and height from a sprite. 1), if you want to access the actual screen size (as in the monitor's resolution in pixels), this is the actual full code to get the Vector2 value: DisplayServer. Can be created from an Image with create_from_image. get_width() will be of the original texture and not the scaled version. This checkbox allows your textures to be lesser than basic size. I then use it in a script in this manner : var tileset = load("tileset_test. 0 range) and attach a simple shader allowing to scale the UV: Inherits: Texture2D< Texture< Resource< RefCounted< Object A Texture2D based on an Image. Note: The maximum image size is 16384×16384 pixels due to graphics hardware limitations. If you're using a TextureRect you should be able to get the size of your node using TextureRect. Inside this viewprot I added the MeshInstance2D rendering the mesh. ; FLAGS_DEFAULT = 7 — Default flags. g. get_data() It show this error: ERROR: create: Index p_width - 1 = -1 is The shader code and all code snippets in this post are under CC0 license and can be used freely without the author's permission. 0); Basically 10 is an int, whereas 10. They’re just points in 2D space. get_visible_rect(). Log In / Sign Up; Advertise on Reddit; Shop Collectible Avatars; Get the Reddit app Scan this QR code to Inherits: TileSetSource< Resource< RefCounted< Object Exposes a 2D atlas texture as a set of tiles for a TileSet resource. tres in Godot. official System information Windows 11, Forward+, Nvidia RTX 3060 (528. It’s important consider that if you change the scale of your sprite node2D then the values you get from sprite. However, by Skip to main content. stable. Share Sort by: Best. I’m not sure if you’re changing it as you go or just don’t have it quite right, but that’s likely causing some confusion. 0/VIEWPORT_SIZE. Descripti However what we are truly concerned with is getting the texture data type to do that we use the get underscored texture method which returns back to us a textured data type and this is one you will find yourself using when you want to know the width and height of your image textures or items you create by loading from a file as a matter of fact. The “width” of a CharacterBody2D, as far as the physics engine is concerned, is determined by its CollisionShape2D child. That is Why does Godot prioritize Vulkan and OpenGL over Direct3D? Why does Godot aim to keep its core feature set small? How should assets be created to handle multiple resolutions and This checkbox allows your textures to be lesser than basic size. This works fine, but I’d also really like the Area2D node to pop in the top-left square of the board when I run the game. Generate However, when I use get_rect(), the sprite is still treated as scale is still at 1 Skip to main content. For that purpose I sue a viewport. Is there something that needs to be configured?: extends Sprite2D @export var texture2_url: String = “https://lms. But if I call RenderingServer. y For example, a 32x32 image could be repeated across a 512x512 rectangle, but the texture width will still be 32 pixels. screen_get_size(DisplayServer. In order to do so, it will walk you through the process of making a procedural p The Godot editor's macOS dock icon gets duplicated every time it is manually moved; Some text such as "NO DC" appears in the top-left corner of the Project Manager and editor window ; A microphone or "refresh" icon appears in the bottom-right corner of the Project Manager and editor window; The editor or project appears overly sharp or blurry; The editor or project appears to The texture size is the resolution of the image applied to your node, not the size of the node itself. texture_get_native_handcle(tex,true) it Godot Version 4. Because it’s clearly made to contain sprite animations. Just make sure to set scale back to 1x1 when you're finished defining it. You are getting the texture property of some object. For example, a 32x32 image could be repeated across a 512x512 rectangle, but the texture width will still be 32 pixels. unless what you’re really asking about is the width of the texture. See what your fellow developers are up to, get help or advice for your own projects, and be notified about updates (fixes, changes, new features, etc. Images and videos, and assets depicted in those, do not fall under this license. Using a ColorRect as a background on the 3D world. 0. I would like set the position of the enemy objects based on their sprites. For example, if i have the default GradientTexture (Black to white, width 2048), getting the pixel at position 1024 should return Color(0. Then I do get the datas of that viewport. 5. x var height = sprite_2d. Problem: no height, no visual 3d, no collisions. But that's exactly it. This is the scene: I set the Sprite3D’s texture to the SubViewport, and in the character scene, it seems to work fine. E. I came from a tutorial much like the ones linked, and that tutorial was using get_texture. 1. Open The 'y' output of the vectordecompose is your world height, so you'll probably want to mess with that to get the texture change at a desired point. It gives Description: Performs a lookup operation on the provided texture, with support VisualShaderNodeTexture — Godot Engine (stable) documentation in English About I am trying to get the texture of a mesh in order to send it to a TextureRect that is in my UI. FLAG_MIPMAPS = 1 — Generate mipmaps, to enable smooth zooming out of the texture. Log In / Sign Up; Advertise on My first instinct is to get the GL texture handle and target and use them to construct a GstGLBuffer which I can then feed to the pipeline. The equivalent of SCREEN_PIXEL_SIZE for Spatial Shaders is 1. The Godot editor's macOS dock icon gets duplicated every time it is manually moved; Some text such as "NO DC" appears in the top-left corner of the Project Manager and editor window ; A microphone or "refresh" icon appears in the bottom-right corner of the Project Manager and editor window; The editor or project appears overly sharp or blurry; The editor or project appears to Introduction: It is often desired to make a shader that reads from the same screen to which it's writing. I can create a gdscript that extends Node and var tex = get_viewport(). get_frame_texture("default", 2) return me this image ? It’s the original spritesheet that I imported to create the frames, but I expected the function to Inherits: Texture< Resource< RefCounted< Object Inherited By: CompressedTextureLayered, ImageTextureLayered, PlaceholderTextureLayered, TextureLayeredRD Base class for texture types which contain t Now your sprite will disappear (note that it’s size became 0). I know that, when scripting, we can Basically, I added a TextureRect node to display a 24x24 board (each square has a 64x64 pixels size) and had it centered on the game screen. get_size() get_viewport(). ; FLAG_VIDEO_SURFACE = 4096 — Texture is a video surface. let an enemy be created at -128 and (get_viewport_rect(). I mean, you can only TEXTURE_PIXEL_SIZE is only available in CanvasItem shaders and it returns the size of a single pixel of TEXTURE (for nodes that use TEXTURE) in UV coordinates. official OS/device including version: Win 10, GLES3 Issue description: Create a viewport node in world, then call viewport. Godot 4. r/godot A chip A close button. texture. 2 but works fine in version 3. 5,0. My goal is now with GDScript to get the current image that is being displayed in that moment. Since 1. You can still get accurate size info by enabling Region and setting the Rect manually. let an enemy be created at -128 and I am using Godot 4 alpha 13. The issue is that when I apply my shader on the Light2D, it does not modify its texture. However once I go to my main scene I get the following errors: And at runtime I get these: The errors are doubled since I have two Hello, I am using a AnimatedSprite2D with multiple animations to display my character. This limit has been 16384×16384 since NVIDIA's Fermi GPUs (2010), but it can be much lower on mobile ivec2 decalSize = textureSize(texture_splat, 1); Since according to the GLSL spec it returns an int vector. This is done at the bottom of the screen in a TextureRegion widget. Log In / Sign Up; Advertise ℹ Attention Topic was automatically imported from the old Question2Answer platform. resize() method, but why not resize the image in an image editor before saving it? This will also lower the game's final distribution size. Is this possible? I already have a function that downloads the images as ImageTexture, but whenever I try to assign them as an override material, I end up Currently with Godot 4 (4. What you can do, if all sprites in the animation have the same size : var current_animation : String = $AnimatedSprite. One in 2D where I draw the textures depending on the height. 1 stable. 0/SCREEN_PIXEL_SIZE. Apparently this functionality is just used internally by the editor, and not the way you're supposed to connect a viewport texture with a viewport programmatically. Get app Get the Reddit app Log In Log in to Reddit. The problem is I see nothing Here is my code : As Godot's contributor Clay John mentioned in this issue, this code can be used to get the texture size: // in shader uniform sampler2D textureName; uniform vec2 textureName_size; #in GDScript material-name. animation. A few helpful people pointed out that I simply misunderstood the role of setting the viewport_path of a ViewportTexture. Can we use scale to find width/height? Node2D’s don’t have a height or a width. You will probably want Auto Slice. I have made some tiles in it, and named one of them "orc". Description: A Viewport creates a different view Inherits: Texture2D< Texture< Resource< RefCounted< Object A Texture2D based on an Image. literalcitrus | 2018-02-01 04:33 There's no such built-in stretch mode. But I have not managed to fit exactly to the width of the screen. Help Im trying to creat some sort of animated logo, played when my game starts. Then I created an Area2D node To get the size of a Sprite, you look at its texture property: var size = texture. That would be easy if I could get the coordinates of the texture, but they seem not to be Initially I was suspecting this was a bug in Godot and raised this issue. var width = sprite_2d. 0-1. For an image to be displayed, an ImageTexture has to be created Then I created an Area2D node for a player (64x64 pixels) and set up a grid-based movement for it to move inside the board. vec2 size = vec2(10. My animation looks like this : Then why does sp. Each tile Godot Version 4. get_rect(). If so, do third step. For more info, see our License terms. 0 and 4. So check the collision shape Introduction: This tutorial will introduce you to using the Viewport as a texture that can be applied to 3D objects. Just set the TextureRect to expand and stretch mode to scale (so it will render in full rect an UV will be in 0. set_shader_param("textureName", myTexture) material-name. get_texture() and check its width and height. ; FLAG_REPEAT = 2 — Repeat (instead of clamp to edge). 👤 Asked By jarlowrey I see the member variables have a global_scale, but I want to know where the left/right/top/bottom of my Node is. 49) Issue description I have a SubViewportContainer and a sub-viewport. Mipmapping increases As you have noticed SCREEN_PIXEL_SIZE does not exist in Spatial Shader (it exists in Canvas Shaders). However, how do I Taking a quick look at the mentioned tutorial video, your code is definitely different than what’s proposed. 1 Question I wrote a script to convert a viewport texture to an image but it returned empty I don’t know if it is a bug or if I missed something Code: ignore comments var vt: ViewportTexture = sub_v Godot Version v4. But you can do it manually in the shader. get_data() and then you can use lock() on the image, so you are able to read and write from it and then read the data with 1. jinhy Currently with Godot 4 (4. Description: A Texture2D based on an Image. Set desired size using Min Size property (x for width, y for height) in Rect section. 0/SCREEN_PIXEL_SIZE is what you want, you can use VIEWPORT_SIZE directly. 2 Question I’m trying to use SpriteFrames to implement an animated texture from a spritesheet. There's the Image. Inherits: GeometryInstance3D< VisualInstance3D< Node3D< Node< Object Inherited By: SoftBody3D Node that instances meshes into a scenario. Description: MeshInstance3D is a node that takes a Mesh res A Sprite node will only display the source texture's size if you click on it. set_shader_param("textureName_size", size_of_myTexture) But I found out that it Numeric Constants¶. Inside this viewport, I have a MeshInstance with a ViewportTexture as I have a GradientTexture. Each tile Inherits: Texture< Resource< RefCounted< Object Inherited By: CompressedTexture3D, ImageTexture3D, NoiseTexture3D, PlaceholderTexture3D, Texture3DRD Base class for 3-dimensional textures. I follow both video tutorials and the gui in 3d demo and while it works and the game Skip to main content. That is, VIEWPORT_SIZE = 1. In which case you just look at the texture and see what its dimensions are. ) Members Online • roger-dv. get_texture(). Is this the normal behavior? Is there an other way that I'm unaware of to achieve my goal? Thank you for your time! Locked post. A Texture based on an Image. 3D APIs, such as OpenGL or DirectX, make this very difficult because of internal hardware l. I am downloading images from our website and want to set them as textures for an Instance3D. 2D heightmap with 3d objects. Description: An atlas is a grid of tiles laid out on a texture. It gives me an Image that I convert into an ImageTexture. tres&qu I'm trying to 3d gui like the GUI in 3d demo in Godot 4. 2) Other in 3D where I draw a MeshInstance. Open menu Open navigation Go to Reddit Home. Introduction: It is often desired to make a shader that reads from the same screen to which it's writing. My goal is to get the texture of the current frame of an AnimatedSprite2D node to create a dash effect. official [b09f793f5] Question I have a character scene, and I want to add an healthbar to it. Edit: I think this may need updating too: ivec2 decalSize = textureSize(texture_splat, 1); The 'y' output of the vectordecompose is your world height, so you'll probably want to mess with that to get the texture change at a desired point. Happy to answer any follow up Qs :) Reply reply punctual117 • the technique works like a charm, though i was wondering what would be the best way to stack the textures, so say with four or so colours? Reply reply _lifeisshit_ • Someone Godot Version 4. Godot Version 4 Question Hello, I would like to know if it’s possible to change the texture of a material using code. size are the same thing. . Disable fill flag for required orientation(s) in Size Flags However, I want to use it on a Light2D texture to be able to have custom width bands of light. Hey, GLSL is quite strict, try this instead of 10:. 5) Godot version: v3. I'm trying to set the texture of a preloaded image on a GPU particles 2D node in the scene. y-256 if it has 128*256 pixels The texture is set to expand mode 'fit height property' and stretch mode 'keep aspect' so it resizes to the width of the container while keeping it's height proportionally however the panel will not TextureRect has an expand option and multiple settings for size, but it's missing one important thing: the ability to retrieve the actual size of the texture. Larger images wil Inherits: TileSetSource< Resource< RefCounted< Object Exposes a 2D atlas texture as a set of tiles for a TileSet resource. This is done at the bottom of the screen in a You get the data from the texture as an Image with your_texture. If you're using a TextureRect you should be able to get the size of your To get width and height of any Sprite texture in code, you would access the texture property of the Sprite and use the Texture class: You can still get accurate size info by enabling Region and setting the Rect manually. 0 is a float. ; FLAG_FILTER = 4 — Turn on magnifying filter, to enable smooth zooming in of the texture.