godot/doc/classes/ResourceImporterTextureAtlas.xml

<?xml version="1.0" encoding="UTF-8" ?>
<class name="ResourceImporterTextureAtlas" inherits="ResourceImporter" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		Imports a collection of textures from a PNG image into an optimized [AtlasTexture] for 2D rendering.
	</brief_description>
	<description>
		This imports a collection of textures from a PNG image into an [AtlasTexture] or 2D [ArrayMesh]. This can be used to save memory when importing 2D animations from spritesheets. Texture atlases are only supported in 2D rendering, not 3D. See also [ResourceImporterTexture] and [ResourceImporterLayeredTexture].
		[b]Note:[/b] [ResourceImporterTextureAtlas] does not handle importing [TileSetAtlasSource], which is created using the [TileSet] editor instead.
	</description>
	<tutorials>
	</tutorials>
	<members>
		<member name="atlas_file" type="String" setter="" getter="" default="&quot;&quot;">
			Path to the atlas spritesheet. This [i]must[/i] be set to valid path to a PNG image. Otherwise, the atlas will fail to import.
		</member>
		<member name="crop_to_region" type="bool" setter="" getter="" default="false">
			If [code]true[/code], discards empty areas from the atlas. This only affects final sprite positioning, not storage. See also [member trim_alpha_border_from_region].
			[b]Note:[/b] Only effective if [member import_mode] is [b]Region[/b].
		</member>
		<member name="import_mode" type="int" setter="" getter="" default="0">
			[b]Region:[/b] Imports the atlas in an [AtlasTexture] resource, which is rendered as a rectangle. This is fast to render, but transparent areas still have to be rendered if they can't be trimmed effectively by [member trim_alpha_border_from_region]. This can reduce performance when rendering large sprites on screen.
			[b]Mesh:[/b] Imports the atlas as an [ArrayMesh] resource, keeping the original bitmap visible (but rendered as a polygon). This can be used to reduce fill rate when rendering large transparent sprites, at the cost of slower rendering if there are little to no transparent areas in the sprite.
		</member>
		<member name="trim_alpha_border_from_region" type="bool" setter="" getter="" default="true">
			If [code]true[/code], trims the region to exclude fully transparent pixels using a clipping rectangle (which is never rotated). This can be used to save memory. See also [member crop_to_region].
			[b]Note:[/b] Only effective if [member import_mode] is [b]Region[/b].
		</member>
	</members>
</class>