Comments (7)
Please post a screenshot of the import settings dock that reproduces your problem.
Do you use Aseprite or LibreSprite? And what version?
from godot-4-importality.
I was about to post the same issue, but I figured out the solution in my case:
func _physics_process(delta):
if input_vector.y > 0:
if animated_sprite_2d.animation != "Crouch": # Without this if-statement "Crouch" would loop even though the name in Aseprite is "Crouch -r:1"
animated_sprite_2d.play("Crouch")
You might want to write about this in the docs, even though the problem is not with Importality.
from godot-4-importality.
Thank you for your comment! Today or tomorrow I will devote some time to this project, and perhaps I will solve your problem.
from godot-4-importality.
I'm really sorry, but I couldn't devote time to this project this week because I'm very busy at work. I'll try the next one.
from godot-4-importality.
I tried to reproduce this problem. I couldn't do it.
Please send me an archive-file with Godot project that reproduces this problem.
This can be the most minimal project, which will only contain your *.aseprite
file and necessarily the *.import
file that relates to it.
from godot-4-importality.
I think I understand what your are talking about.
If no suffixes were added to a tag in Aseprite, and if the βRepeatβ checkbox is not set in it, then in Aseprite the animation is repeated endlessly, but in Godot - only 1 time.
I fixed it.
from godot-4-importality.
sorry for not responding for so long i completely forgot what i meant by this until now
when you set the loop count to only loop once in aseprite tag settings it still loops forever in godot, i made this bug report before i discovered -r:1
from godot-4-importality.
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