/Godot 3.2


Inherits: Texture < Resource < Reference < Object

Packs multiple small textures in a single, bigger one. Helps to optimize video memory costs and render calls.


Texture resource aimed at managing big textures files that pack multiple smaller textures. Consists of a Texture, a margin that defines the border width, and a region that defines the actual area of the AtlasTexture.


Texture atlas
bool filter_clip false
int flags 0 (parent override)
Rect2 margin Rect2( 0, 0, 0, 0 )
Rect2 region Rect2( 0, 0, 0, 0 )

Property Descriptions

Texture atlas

Setter set_atlas(value)
Getter get_atlas()

The texture that contains the atlas. Can be any Texture subtype.

bool filter_clip

Default false
Setter set_filter_clip(value)
Getter has_filter_clip()

If true, clips the area outside of the region to avoid bleeding of the surrounding texture pixels.

Rect2 margin

Default Rect2( 0, 0, 0, 0 )
Setter set_margin(value)
Getter get_margin()

The margin around the region. The Rect2's Rect2.size parameter ("w" and "h" in the editor) resizes the texture so it fits within the margin.

Rect2 region

Default Rect2( 0, 0, 0, 0 )
Setter set_region(value)
Getter get_region()

The AtlasTexture's used region.

© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.