Table of Contents

Class SpriteBase3D

2D sprite node in 3D environment.

Inheritance
SpriteBase3D
Derived

Remarks

A node that displays 2D texture information in a 3D environment. See also Sprite3D where many other properties are defined.

Properties

alpha_antialiasing_edge

Threshold at which antialiasing will be applied on the alpha channel.

var alpha_antialiasing_edge : float = 0.0

Property Value

float

Remarks

  • void set_alpha_antialiasing_edge(float value)
  • float get_alpha_antialiasing_edge

alpha_antialiasing_mode

The type of alpha antialiasing to apply. See AlphaAntiAliasing.

var alpha_antialiasing_mode : int = 0

Property Value

int

Remarks

  • void set_alpha_antialiasing(int value)
  • int get_alpha_antialiasing

alpha_cut

The alpha cutting mode to use for the sprite. See AlphaCutMode for possible values.

var alpha_cut : int = 0

Property Value

int

Remarks

  • void set_alpha_cut_mode(int value)
  • int get_alpha_cut_mode

alpha_hash_scale

The hashing scale for Alpha Hash. Recommended values between 0 and 2.

var alpha_hash_scale : float = 1.0

Property Value

float

Remarks

  • void set_alpha_hash_scale(float value)
  • float get_alpha_hash_scale

alpha_scissor_threshold

Threshold at which the alpha scissor will discard values.

var alpha_scissor_threshold : float = 0.5

Property Value

float

Remarks

  • void set_alpha_scissor_threshold(float value)
  • float get_alpha_scissor_threshold

axis

The direction in which the front of the texture faces.

var axis : int = 2

Property Value

int

Remarks

  • void set_axis(int value)
  • int get_axis

billboard

The billboard mode to use for the sprite. See BillboardMode for possible values.

Note: When billboarding is enabled and the material also casts shadows, billboards will face the camera in the scene when rendering shadows. In scenes with multiple cameras, the intended shadow cannot be determined and this will result in undefined behavior. See GitHub Pull Request #72638 for details.

var billboard : int = 0

Property Value

int

Remarks

  • void set_billboard_mode(int value)
  • int get_billboard_mode

centered

If true, texture will be centered.

var centered : bool = true

Property Value

bool

Remarks

  • void set_centered(bool value)
  • bool is_centered

double_sided

If true, texture can be seen from the back as well, if false, it is invisible when looking at it from behind.

var double_sided : bool = true

Property Value

bool

Remarks

  • void set_draw_flag(int flag, bool enabled)
  • bool get_draw_flag(int flag)

fixed_size

If true, the label is rendered at the same size regardless of distance.

var fixed_size : bool = false

Property Value

bool

Remarks

  • void set_draw_flag(int flag, bool enabled)
  • bool get_draw_flag(int flag)

flip_h

If true, texture is flipped horizontally.

var flip_h : bool = false

Property Value

bool

Remarks

  • void set_flip_h(bool value)
  • bool is_flipped_h

flip_v

If true, texture is flipped vertically.

var flip_v : bool = false

Property Value

bool

Remarks

  • void set_flip_v(bool value)
  • bool is_flipped_v

modulate

A color value used to multiply the texture's colors. Can be used for mood-coloring or to simulate the color of ambient light.

Note: Unlike modulate for 2D, colors with values above 1.0 (overbright) are not supported.

Note: If a material_override is defined on the SpriteBase3D, the material override must be configured to take vertex colors into account for albedo. Otherwise, the color defined in modulate will be ignored. For a BaseMaterial3D, vertex_color_use_as_albedo must be true. For a ShaderMaterial, ALBEDO *= COLOR.rgb; must be inserted in the shader's fragment() function.

var modulate : Color = Color(1, 1, 1, 1)

Property Value

Color

Remarks

  • void set_modulate(Color value)
  • Color get_modulate

no_depth_test

If true, depth testing is disabled and the object will be drawn in render order.

var no_depth_test : bool = false

Property Value

bool

Remarks

  • void set_draw_flag(int flag, bool enabled)
  • bool get_draw_flag(int flag)

offset

The texture's drawing offset.

var offset : Vector2 = Vector2(0, 0)

Property Value

Vector2

Remarks

pixel_size

The size of one pixel's width on the sprite to scale it in 3D.

var pixel_size : float = 0.01

Property Value

float

Remarks

  • void set_pixel_size(float value)
  • float get_pixel_size

render_priority

Sets the render priority for the sprite. Higher priority objects will be sorted in front of lower priority objects.

Note: This only applies if alpha_cut is set to SpriteBase3D.ALPHA_CUT_DISABLED (default value).

Note: This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).

var render_priority : int = 0

Property Value

int

Remarks

  • void set_render_priority(int value)
  • int get_render_priority

shaded

If true, the Light3D in the Environment has effects on the sprite.

var shaded : bool = false

Property Value

bool

Remarks

  • void set_draw_flag(int flag, bool enabled)
  • bool get_draw_flag(int flag)

texture_filter

Filter flags for the texture. See TextureFilter for options.

Note: Linear filtering may cause artifacts around the edges, which are especially noticeable on opaque textures. To prevent this, use textures with transparent or identical colors around the edges.

var texture_filter : int = 3

Property Value

int

Remarks

  • void set_texture_filter(int value)
  • int get_texture_filter

transparent

If true, the texture's transparency and the opacity are used to make those parts of the sprite invisible.

var transparent : bool = true

Property Value

bool

Remarks

  • void set_draw_flag(int flag, bool enabled)
  • bool get_draw_flag(int flag)

Methods

generate_triangle_mesh

Qualifiers: const

Returns a TriangleMesh with the sprite's vertices following its current configuration (such as its axis and pixel_size).

TriangleMesh generate_triangle_mesh

get_draw_flag(int)

Qualifiers: const

Returns the value of the specified flag.

bool get_draw_flag(int flag)

Parameters

flag int

get_item_rect

Qualifiers: const

Returns the rectangle representing this sprite.

Rect2 get_item_rect

set_draw_flag(int, bool)

If true, the specified flag will be enabled. See DrawFlags for a list of flags.

void set_draw_flag(int flag, bool enabled)

Parameters

flag int
enabled bool