Spritesheets with editableimages?

(Note: this is within an EditableImage, no previous methods of spritesheets work for these. Please read the documentation)

Importing each sprite might work and all, but it has to fetch assetservice to create them, which yields the entire script, and can fail if called too often. If i can use a spritesheet, i can bunch a lot of low res pixelated graphes into one image, which can be scrolled through and picked when needed, rather than having 10-20 seperate images being called.


(the project currently)

you can see the game flash after i respawn, thats the game loading in all the new editableimages for each new sprite. I honestly think its quite dumb that you even have to do this, feels like a lot for something as simple as showing a 16x16 pixel image onscreen.

Aren’t you able to select specific dimensions from a spritesheet image to render?

would this be a property in the options dictionary for :DrawImageTransformed? (if you’re talking about scale, that stretches the image by a multiple i.e. Vector2.one would be normal)