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@@ -19,7 +19,10 @@ You need to populate an atlas with images or animations before you can use it as
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Make sure that you have added your images to the project (drag and drop image files to the right location in the *Assets* browser)
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Adding single images
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-: <kbd>Right click</kbd> the root Atlas entry in the *Outline* pane.
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+
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+: Drag and drop images from the *Asset* pane to the editor view.
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+
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+ Alternatively, <kbd>Right click</kbd> the root Atlas entry in the *Outline* pane.
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Select <kbd>Add Images</kbd> from the pop up context menu to add single images.
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@@ -38,7 +41,9 @@ Adding flipbook animations
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A new, empty, animation group with a default name ("New Animation") is added to the atlas.
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- <kbd>Right click</kbd> then new group and select <kbd>Add Images</kbd> from the context menu.
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+ Drag and drop images from the *Asset* pane to the editor view to add them to the currently selected group.
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+
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+ Alternatively, <kbd>Right click</kbd> the new group and select <kbd>Add Images</kbd> from the context menu.
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A dialog opens from which you can find and select the images you want to add to the animation group.
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@@ -90,7 +95,7 @@ Size
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: The width and height of the image (read-only).
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Pivot
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-: The pivot point of the image (in units). Top left is (0,0) and bottom right is (1,1). Default is (0.5, 0.5). The pivot may be outside of the 0-1 range. The pivot point is where the image will be centered when used in e.g. a sprite.
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+: The pivot point of the image (in units). Top left is (0,0) and bottom right is (1,1). Default is (0.5, 0.5). The pivot may be outside of the 0-1 range. The pivot point is where the image will be centered when used in e.g. a sprite. You can modify the pivot point by dragging the pivot handle on the editor view. The handle will be visible, only when a single image is selected. Snapping can be enabled on <kbd>Shift</kbd> down while dragging.
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Sprite Trim Mode
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: How the sprite is rendered. The default is to render the sprite as a rectangle (Sprite Trim Mode set to Off). If the sprite contains a lot of transparent pixels it may be more efficient to render the sprite as a non rectangular shape using between 4 and 8 vertices. Note that sprite trimming does not work together with slice-9 sprites.
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