Godot 4.3 does not include a built-in **automated texture atlas generator** for runtime use, but provides tools and workflows for manual atlas creation and optimization: --- ### **Manual Atlas Creation** 1. **AtlasTexture Resource** Use the `AtlasTexture` class to define sub-regions of a larger texture manually[1][4]. This involves: - Setting the `atlas` property to the base texture - Defining the `region` (coordinates and size) for each sub-texture - Adjusting `margin` and `filter_clip` to prevent bleeding[4] 2. **TileSetAtlasSource** For tilemaps, use `TileSetAtlasSource` to define grid-based atlases: - Configure `texture`, `margins`, and `separation` properties[3] - Expose tiles via `create_tile()` with grid coordinates[3] --- ### **Runtime Atlas Generation** To dynamically pack textures at runtime: 1. Use `Image` class to create a blank texture 2. Copy pixels from individual textures using `get_pixel()`/`set_pixel()` with calculated offsets[5] 3. Convert the final `Image` to a `Texture2D` for rendering ```gdscript # Example pseudocode for runtime atlas generation var atlas_image = Image.create(atlas_width, atlas_height, false, Image.FORMAT_RGBA8) for texture in textures: var img = texture.get_image() atlas_image.blit_rect(img, img.get_used_rect(), offset) var atlas_texture = ImageTexture.create_from_image(atlas_image) ``` --- ### **Editor Workflow** 1. **Static Atlas Preparation** Use external tools (TexturePacker, Kenney NL) to create pre-packed atlases, then import them as `Texture2D` resources. 2. **Texture Atlas Importer** Godot's `ResourceImporterTextureAtlas` can split a single texture into multiple `AtlasTexture` resources during import[6], but requires manually created source images. --- ### **Performance Considerations** While texture atlases reduce draw calls, modern hardware often minimizes their impact[2]. Prioritize optimization in areas like: - 2D lighting - Particle systems - Overdraw from transparent textures[2] For most use cases, manually prepared atlases combined with `AtlasTexture` or `TileSetAtlasSource` provide sufficient optimization without runtime generation[1][3][6]. Citations: [1] https://docs.godotengine.org/de/stable/classes/class_atlastexture.html [2] https://www.reddit.com/r/godot/comments/1215i6i/does_godot_automatically_make_texture_atlases/ [3] https://docs.godotengine.org/en/4.3/classes/class_tilesetatlassource.html [4] https://docs.godotengine.org/en/4.3/classes/class_atlastexture.html [5] https://forum.godotengine.org/t/how-to-generate-a-texture-atlas-from-multiple-images/64985 [6] https://docs.godotengine.org/en/4.3/classes/class_resourceimportertextureatlas.html [7] https://github.com/godotengine/godot/issues/92671 [8] https://www.youtube.com/watch?v=oEBUXW674dc --- Answer from Perplexity: https://www.perplexity.ai/search/godot-4-3-texture-atlas-genera-40o0HDS7TciDehf23JYCew?utm_source=copy_output