Flip
A node of the Asset graph.
Takes: frames × N · Gives: frames × N
Each list mirrored left to right, standing for another camera: a Sprites node of East flipped as West is walk_West, drawn from walk_East — pixels, normals, hit boxes and root motion mirrored. A symmetric model need not render its other side.
Settings
| Setting | What it does | Range | Default |
|---|---|---|---|
As cameraname | The camera the mirrored lists are named as. | text | — |
Every setting is also an input: wire a value into it to change it per frame or per file. On the command line: pxr graph set game.pixor --which asset --node flip --set KEY=VALUE.
What it wires to
Its frames input takes frames, which these give: Frame range, Hold, Image file, Layer, Merge, Sprites, Tag.
What it gives, frames, goes into: Animation file, Arrange, Frame range, Hold, Layer, Merge, Tag.
In the app, drag a wire from one of its dots: every dot the wire fits is ringed.
How it fits with the rest: the Asset graph in the manual.
In the same group
Sprites · Image file · Merge · Layer · Frame range · Hold · Tag · Arrange · Place · Stack · Overlay · Sheet · File · JSON · Aseprite file · Godot SpriteFrames · Normal map · Depth map · Emission map · Line and flat layers · Palette · GIF per clip · APNG per clip · Video per clip · Light kit · PICO-8 cart · Report · Shadow layer · Palette variants · Paper-doll layers · Parallax layers · Text file · ZIP archive · Tile set · Icons · Animation file · Tile set JSON · Godot TileSet · Tiled tileset · Dual-grid sheet · GameMaker autotiles · RPG Maker autotiles · Unity RuleTile · LDtk project · Tile palette variants · Map preview · Number value · On/Off · Angle · Words · Add values · Subtract values · Multiply values · Divide values · Smaller value · Larger value · Is above · Opposite · Both on · Either on · Pick a value