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3.8.3 2D spriteFrame animation bug: switching between animation clips no display sometimes

Cocos

I have several 2D animation clips changing spriteFrame, but switching between these clips can sometimes cause the image totally disappears. Logs show that the animation is playing, spriteFrame is changing, node and Sprite component is active, but there is just no image at all. Anyone knows what’s going on?

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3.8.3 2D spriteFrame animation bug: switching between animation clips no display sometimes

Cocos

I have several 2D animation clips changing spriteFrame , but switching between these clips can sometimes cause the image totally disappears. Logs show that the animation is playing, spriteFrame is changing, node and Sprite component is active, but there is just no image at all. Anyone knows what’s going on?

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Dev snapshot: Godot 4.4 beta 3

Mircosoft Game Dev

Animation: Fix incomplete FPS spinbox display in sprite frames editor ( GH-101798 ). Rendering: 2D: Fix clip children and rendering artefacts ( GH-102161 ). With some further fixes like GH-102424 , GH-102497 , and GH-102477 , lightmap baking got a nice upgrade in this snapshot.

Beta 75
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Noob question about scripting animation

Cocos

Currently, my client engineer has 5 cards being dealt and each card sprite pulls from a random card image on an atlas. I would like to put the image of the card’s back as the default sprite frame. I know I can change the sprite frame image in the timeline, but it needs to pull from an array. I’ve already accomplished that.

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[CC 3.8.1] AnimationClip.createWithSpriteFrames not working

Cocos

I am using CC version 3.8.1 this is images of my code: let getImg = async (name : string, path : string = 'int04') => { return new Promise((res,fai) => { cc.resources.load(path+"/"+name+"/spriteFrame", cc.spriteFrame ,(err, texture) => { res(texture); }); }) } let createAnimationArray = async(parent, list: any, speed:number = 0.1,

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Godot's 2D engine gets several improvements for upcoming 4.0

Mircosoft Game Dev

x is that, several times, sprites are separated in many nodes in order to be animated or assembled. 2D Masking / Clipping. branch, this will be doable in a much easier way, thanks to the "clip children" property in the visibility section. This has been added for 4.0 thanks to the new DirectionalLight2D node.

Engine 55
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Pokémon Scarlet and Violet launch is the second-biggest in franchise history

Game Daily

“Throughout the game, there were issues with assets clipping into each other, models popping in and out, and huge frame rate drops,” Stanley said. “Throughout the game, there were issues with assets clipping into each other, models popping in and out, and huge frame rate drops,” Stanley said.