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Texture faces with atlas patches

A texture atlas contains several useful texture regions. A patch marks a rectangular region, such as a metal panel with a border. Hotspot texturing chooses a suitable patch for each face.

For example, one image can supply different panels for all sides of a box. On convex four-corner faces, patch borders follow the face edges. Convex means that no corner points inward.

  1. Choose an existing meshy material with your atlas texture already assigned.
  2. Open that material resource in Godot’s Inspector.
  3. Click Edit Hotspot Layout ↗ in the Inspector.
  4. Drag a rectangle around a complete panel.
  5. Double-click its list row, or select it and press F2, to name the patch.
  6. Add patches for other panels.
  7. Choose Save As….
  8. Save the layout, for example as res://materials/hotspots/metal_panels.tres.
  9. Assign it to the material’s Hotspot Layout.

The saved resource is a MeshyHotspotLayout. Materials can share it across texture resolutions. Its optional Preview Texture only changes the editor background.

  1. Assign the material to your meshy object.
  2. Choose Select.
  3. Choose Face mode.
  4. Select the faces.
  5. Choose Apply Hotspots in Face UV.

Each face should show a complete patch, with its border near the face edges. meshy matches the face’s world dimensions, texture resolution, and density.

To choose a particular patch:

  1. Select it in the Hotspot Editor.
  2. Choose Apply Patch under Apply to selection, at the bottom of the side panel.

Auto Match, in the same section, chooses patches from the editor’s current layout. Locked faces retain their UVs.

Action Control
Select or move Click a patch or drag its interior
Resize Drag handles
Add, copy, remove Add, Duplicate, Delete
Rename Double-click a list row or F2; Enter commits one undoable rename
Copy or remove selected patch Ctrl+D, Delete
Pan or zoom Middle-button drag, wheel
Fit the atlas Fit View, or F / Home while the canvas has focus
Cancel a drag Escape or right-click

List rows begin with the same numbers shown on the canvas. Hover either a patch or its row to highlight the other. The list fills spare side-panel height; drag the divider to adjust the panel width. Changing selection keeps that width. In shorter windows, the list and properties can scroll while Apply to selection stays visible at the bottom.

The toolbar groups New, Open…, Save, and Save As… separately from Preview Texture…, Fit View, and Snap (px). Snap (px) snaps boundaries to pixels; Alt bypasses snapping. Opening a layout or changing its preview texture fits the atlas once. Resizing the window keeps the current zoom and pan. Hover the info icon beside Snap (px) for canvas gestures and shortcuts.

Select a patch to show its properties. With none selected, the inspector says “Select a patch, or drag on the texture to create one.” The rectangle fields show X, Y, then W, H in texture pixels when the texture size is known, or normalized UV values otherwise. Inset (px) uses texture pixels. Allowed transforms groups Rotate 90°, Mirror horizontal, and Mirror vertical; Repeat groups Horizontal and Vertical. Repeating axes stay at the full texture extent while resizing. Turn off repetition for an axis before shrinking it.

The window title shows the layout file name, with a * suffix for unsaved changes. The status bar shows the cursor position, zoom percentage, and selected patch size; positions and sizes use texture pixels. It also shows the full res:// path for saved layouts and interaction hints when no status message is active. Undo and Redo restore patch definitions.

Shared layout edits affect every referencing material. Choose Save to retain them separately from scene saves. After layout or density changes, apply hotspots again to choose new patches.

See patch settings and matching for repetition, inset, rotation, imports, and automatic updates.

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