But it’s clear to me that Pla圜anvas isn’t using the data correctly. I will agree that having the origin in top-left is a silly standard. Meanwhile, in Pla圜anvas, this is the result I get: The pivot is from the top left of the sprite rect within the source image. This wiki is community driven, and can be edited by anyone.
Turns out, the x/y in spriteSourceSize is from the upper left corner. Welcome to our Wiki, a place for comprehensive documentation on the libGDX API and features. Now this part had be confused for a bit until i dragged it into photoshop and did some measurements. Is there a proper way to use TP to trim away transparent pixels while retaining the relative position in each frame, in Pla圜anvas at this point? And if so what are the recommended TP settings? ,
Looking at the produced json, it seems as perhaps you fail to take into the account the x and y of the spriteSourceSize (see json below)? The setting that should have all necessary info for proper rendering is “trim”. I’ve tried all combinations of settings in TP but it yields the same result more or less. The mole bounces around instead of sticking in place. I’m using texture packer for atlases using Json Array as export format.The problem: