I have a sprite that I’m animating and I can’t seem to make it scale (height) larger.
let mySprie= new BABYLON.SpriteManager("spriteManager", "mySprite", 2, {width: 270, height:600 }, this.scene);
I have a sprite that I’m animating and I can’t seem to make it scale (height) larger.
let mySprie= new BABYLON.SpriteManager("spriteManager", "mySprite", 2, {width: 270, height:600 }, this.scene);
What happens when you change its size after it’s created?
Sprite.height = 1.5 etc
I am gonna be adding some updates to the packed manager that will accommodate the more robust framing arguments here once I get a chance to be in front of the computer.
It should be fixed here soon sorry for the delay, I’ve been stuck at the hospital for days.
When I change the height after I set the initial sprite sheet nothing happens.I’m sorry to hear that Pry hope it’s not the “Virus”! Get well soon.
Is this a bug?
Ok that’s odd, can you make a PG really quick. That should totally work.
The width/height is the cellSize field,
BABYLON.SpriteManager(“spriteManager”, “mySprite”, 2, {width: 270, height:600 });
The sprite itself will still have a 1x1 unit size in the 3d space, despite of how large or small the cellSize is
let sprite = new BABYLON.Sprite(“sprite”, mySpriteManager);
sprite.size = 1.0; <-- size, width & height, in 3d space
sprite.width = 1.0; <-- width only
sprite.height = 1.0;<-- height only