Texture Tools
TextureArrayBuilder builds a Texture2DArray from a plain list of textures in
the inspector. Drop textures in, press Rebuild, save.
Godot requires every layer of a texture array to share a format, a size and a mipmap setting. Real texture sets never do — one is compressed, one is a different resolution, one came from a different pack. Normally that means opening every file in an image editor before you can build anything.
TextureArrayBuilder reconciles them for you, under a policy you choose:
- Format — follow the first texture, force a specific format from the full list Godot supports, or refuse to build on a mismatch so nothing is silently converted behind your back.
- Size — follow the first, resize everything up to the largest, resize down to the smallest, or refuse on a mismatch.
- Mipmaps — follow the first, force on, force off, or refuse on a mismatch.
The strict modes are the point as much as the permissive ones: on a shipping texture set you usually want to be told that one file doesn’t match, rather than have it quietly resampled.
Rebuilding works from the inspector or from a script, so it fits both hand authoring and an import pipeline.
Terrain uses this internally to assemble its shared texture arrays.