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[Ask CC 3.8] AnimationClip change old size when changed Frame

Cocos

My code works, but I’m having problems, even though I updated its size to 48x48 (the images for animation are 96x96). height = 48; let animation = node.addComponent(Animation); let clip = AnimationClip.createWithSpriteFrames(arr, 60); clip.wrapMode = loop ? hi, If anyone knows about animationClip, please let me know.

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[CC 3.8.1] AnimationClip.createWithSpriteFrames not working

Cocos

hi, I am leaning CC, I am more interested write code than using tool CC, but that is not working. I am using CC version 3.8.1 I am using CC version 3.8.1 createAnimationArray(bien,['23020_0_8', '23020_0_9', '23023_3_6'], 0.1, createAnimationArray(bien,['23020_0_8', '23020_0_9', '23023_3_6'], 0.1,

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Creating a See-Through | X-Ray Effect In Unity – Shader Tutorial

Awesome Tuts

If you’re a complete beginner who never coded a single game in Unity, start with the tutorial in the link below: Getting Started With Unity And C# If however, you know how to create basic games in Unity on your own, then you can follow this tutorial to implement this effect in your game. What Is a Shader?

Shaders 90
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10 Worst Video Game Glitches to Test Before Launching Your Next Game

iXie gaming

Usually, they occur due to issues within the code or faulty animation controls. As a result, you must manage your game’s code during development and even after launching it. Character Clipping and Collision Glitches A video game entails characters interacting with each other. Why Do Video Game Glitches Occur?

Texture 52
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Godot's 2D engine gets several improvements for upcoming 4.0

Mircosoft Game Dev

Additionally, all 2D shadows and light textures use a single atlas, resulting in improved performance. the new CanvasTexture texture type has been introduced. 2D Masking / Clipping. branch, this will be doable in a much easier way, thanks to the "clip children" property in the visibility section.

Engine 55
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Making shaders more accessible

Mircosoft Game Dev

The following OpenGL code sends the sprite to the shader for drawing: OpenGL Commands. Textures are simply bound to bind points starting from 0, and the bind point number is sent via attributes too. This code no longer runs in the CPU, in fact it runs on the GPU! In this case, the UV coordinate (for reading the texture).

Shaders 52
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The Kristala Dev Blog - Issue #20

Astral Clock Tower Studios

Last issue, we shared the texturing work Cass had started on the forest homes, many of which resemble beautiful log cabins due to the intricate woodwork featured throughout. Much to Cass's relief (we're sure anyway), he was finally able to finish applying textures to the townhouses over the past few weeks. Take a look!

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