2D pixel art textures and StandardMaterial3D

Godot Version

4.5

Question

I was debating on even asking this but I can’t find a simple tutorial or much on this. Is there any good tutorials on how to apply 2D pixel art for 3D games besides creating a shader. Or simply my problem, how do you fine tune your image on a StandardMaterial3D applied to a Mesh, my textures are misaligned and I can’t seem to figure out how to fix it.

I fixed the pixel size using UV1 settings but the “Offset” doesn’t seem to work how I expected it too and didn’t fix my problem. I need the my two tile assets to be aligned with each other. I’m probably over complicating things but I’m new to 3D.

Summary

Does anyone know a good tutorial video for working with 2D pixel art in 3D? How do you reposition textures on a mesh.

func _ready() -> void:
    print("hello world")

You’ll need to manually adjust UV scaling and translation for each mesh. If your meshes conform to a grid that wouldn’t be too hard. Otherwise you’ll need to project the UVs in world space. This is typically done in shaders but Godot’s standard material has built-in triplanar projection which may be useful in your case. Enable Triplanar and World triplanar in material’s UV section and adjust projection transform parameters.

This did work thank you, I was hoping to avoid shaders for now but unless I want unnecessary files I must.