AtlasTexture's region ignored on Decal

Godot Version

v4.6

Question

I’m trying to use an AtlasTexture on a Decal, but it seems to be ignoring the Region property and using the whole Atlas.

Here’s exactly what I did:

I created an AtlasTexture resource, chose the Atlas image and saved it. I then created a Decal and under Textures → Albedo I clicked Load and chose the resource file I just created. I positioned the Decal and went to adjust the AtlasTexture’s region. When I noticed that the Decal didn’t update on the editor’s viewport, I re-selected the resource to be it’s albedo texture, but nothing changed.

I tried searching about it but did not find an answer. What should I do to make the Decal only apply the part of the atlas specified by the AtlasTexture resource?

Afaik, you can’t. Atlas cropping is implemented in material/shader and decals do not use standard materials or custom shaders.

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Thank you for the fast reply!

So the best workaround would be separating each sprite into it’s own image file, right?

I feel like the headers for each image would bloat the project but honestly it might be negligible with such few images

Yes, split into separate images/textures.

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