Table of Contents

Class Sprite3D

Namespace
Godot
Assembly
GodotSharp.dll

A node that displays a 2D texture in a 3D environment. The texture displayed can be a region from a larger atlas texture, or a frame from a sprite sheet animation. See also SpriteBase3D where properties such as the billboard mode are defined.

public class Sprite3D : SpriteBase3D, IDisposable
Inheritance
Sprite3D
Implements
Inherited Members

Constructors

Sprite3D()

public Sprite3D()

Properties

Frame

Current frame to display from sprite sheet. Hframes or Vframes must be greater than 1. This property is automatically adjusted when Hframes or Vframes are changed to keep pointing to the same visual frame (same column and row). If that's impossible, this value is reset to 0.

public int Frame { get; set; }

Property Value

int

FrameCoords

Coordinates of the frame to display from sprite sheet. This is as an alias for the Frame property. Hframes or Vframes must be greater than 1.

public Vector2I FrameCoords { get; set; }

Property Value

Vector2I

Hframes

The number of columns in the sprite sheet. When this property is changed, Frame is adjusted so that the same visual frame is maintained (same row and column). If that's impossible, Frame is reset to 0.

public int Hframes { get; set; }

Property Value

int

RegionEnabled

If true, the sprite will use RegionRect and display only the specified part of its texture.

public bool RegionEnabled { get; set; }

Property Value

bool

RegionRect

The region of the atlas texture to display. RegionEnabled must be true.

public Rect2 RegionRect { get; set; }

Property Value

Rect2

Texture

Texture2D object to draw. If MaterialOverride is used, this will be overridden. The size information is still used.

public Texture2D Texture { get; set; }

Property Value

Texture2D

Vframes

The number of rows in the sprite sheet. When this property is changed, Frame is adjusted so that the same visual frame is maintained (same row and column). If that's impossible, Frame is reset to 0.

public int Vframes { get; set; }

Property Value

int

Methods

HasGodotClassMethod(in godot_string_name)

Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.

protected override bool HasGodotClassMethod(in godot_string_name method)

Parameters

method godot_string_name

Name of the method to check for.

Returns

bool

HasGodotClassSignal(in godot_string_name)

Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.

protected override bool HasGodotClassSignal(in godot_string_name signal)

Parameters

signal godot_string_name

Name of the signal to check for.

Returns

bool

InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)

Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.

protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)

Parameters

method godot_string_name

Name of the method to invoke.

args NativeVariantPtrArgs

Arguments to use with the invoked method.

ret godot_variant

Value returned by the invoked method.

Returns

bool

Events

FrameChanged

Emitted when the Frame changes.

public event Action FrameChanged

Event Type

Action

TextureChanged

Emitted when the Texture changes.

public event Action TextureChanged

Event Type

Action