Open QushyQushy opened 2 years ago
We managed to get the AnimatedSprite to work by importing every frame seperately. We used a spritesheet before.
@QushyQushy Please upload a minimal reproduction project to make this easier to troubleshoot.
That said, judging by your mention of a spritesheet, 860*860*89
is a lot of data to handle within a single texture. The devices you're trying to load this on are likely running out of memory. Therefore, it's expected that you have to use separate files for such large animations.
@QushyQushy Please upload a minimal reproduction project to make this easier to troubleshoot.
That said, judging by your mention of a spritesheet,
860*860*89
is a lot of data to handle within a single texture. The devices you're trying to load this on are likely running out of memory. Therefore, it's expected that you have to use separate files for such large animations.
Yeah that's what I thought as well initially. Even a 4096x4096 spritesheet didn't work though. The only thing that worked was importing all the frames manually. Thats why I think this should still be investigated.
Unfortunately the art is not mine so I can't provide the spritesheet or make a minimal project. But any kind of large spritesheet online should yield similar results.
Because I'm running into the same issue, here is my minimal reproduction project.
4.2.2 4.3-dev6
Android 13 iOS 17.3.1 Compatibility Renderer
I have an animated TileSet and a normal TileSet. The animated TileSet was created from a single PNG (Spritesheet like) and animated with the TileSet Editor.
It Works on Firefox on Android; and in Edge and Firefox on Windows. In Chrome on Android the animated tiles are Black, only the normal tiles are visible. With Safarie on iOS the "game" loads and the tiles are Visible and animated, but the game crashes after a few secconds. (Not sure if related, iOS only loads since 4.3-dev6 enabled single threaded webexports...)
I dont have a Mac, so I cant test Firefox on Mac.
Godot version
3.5
System information
Android 12, GLES3
Issue description
I have a single animated sprite that is 860x860 that is 89 frames as a loading screen in my scene. It either renders black on Firefox in MacOS or Chrome on Android, or completely crashes the game on Firefox on iOS.
Steps to reproduce
Load an animated sprite in any of those browsers and devices.
Minimal reproduction project
The project is proprietary so unfortunately I can't provide it.