-
Notifications
You must be signed in to change notification settings - Fork 7.1k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
createFromAseprite() consecutively #6434
Comments
I need the assets to reproduce this, because it doesn't happen with the files I've got in the Phaser 3 Examples repo. |
A sample asset file has been included. An "Idle" animation exists.
Please check it. Thank you. |
The problem is that both of your frameTags are called If you want to use both animations on the same sprite you're going to have to rename them within Aseprite (BodyIdle, HeadIdle, etc) because in Phaser animations are key based and keys must be unique. |
…State` if you try to add an animation with a key that already exists. Fix #6434
If customization is required for each part, it is expected to be more efficient to make common animation keys. Any thoughts on updating? |
No, this cannot be changed. Everything in Phaser 3 is string-key based, from textures to sounds to animations. If you want to add two animations to a single Sprite, they will need unique keys. It's as fundamental as that, I'm afraid. |
I am using Phaser version 3.55.2 and there is a bug where only one animation exists when the createFromAseprite function is used consecutively.
For example:
When used like this, the output is as shown in the screenshot. How can I fix this issue?
The text was updated successfully, but these errors were encountered: