![]() This way you can create your animation with the right timing in Aseprite, and it should work the same way in Godot. Converts Aseprite frame duration (defined in milliseconds) to Godot's animation FPS. In case no tags are defined, imports everything as default animation.- AnimatedSprite - Creates SpriteFrames with Atlas Texture to be used in AnimatedSprites. Import Aseprite animations to AnimationPlayers, AnimatedSprites, AnimatedSprite3D and SpriteFrames.Features:- Generate sprite sheet and import animations to AnimationPlayer, AnimatedSprite, AnimatedSprite3D or SpriteFrames resource.- Adds Inspector docks for easy import and re-import.- Filters out layers you don't want in the final animation, using regex.- Supports Aseprite animation direction (forward, reverse, ping-pong).- Supports loopable and non-loopable animations.- Separates each Aseprite Tag into animations. Then, information determined by C# preprocessor defines will be added to the left panel. The text on the left is filled in using the `os_test.gd` script, which gathers information about the OS using the OS class.On a Mono-enabled version of Godot, Godot will load MonoTest.cs into the MonoTest node. OS wraps the most common functionality to communicate with the host operating system, such as the clipboard, video driver, date and time, timers, environment variables, execution of binaries, command line, etc.The buttons are connected to a node with the actions.gd script, which perform actions using the OS class. It can be used to test Godot while porting it to a new platform or to check for regressions.In a nutshell, this demo shows how you can get information from the operating system, or interact with the operating system.Language: GDScript and some C# (Mono is NOT required to run this demo)Renderer: GLES 2How does it work?The OS class provides an abstraction layer over the platform-dependent code. This demo showcases various OS-specific features in Godot.
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