Comments (2)
Hello @Justiniscoding . This is explained in the FAQ section in the README.
This is where the plugin stores data for future imports. You can delete it afterwards, but you would have to re-fill all the fields when re-importing. The readme explains the reasoning behind it. Unfortunately, there is no workaround.
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Oh, I never read the FAQ. I'll close this for now
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Related Issues (20)
- Use the EditorFileDialog instead of FileDialog HOT 3
- Command not found on Mac HOT 4
- Possibility to import sprites without an AnimationPlayer in the inspector HOT 3
- Possibility to choose multiple specific layers for import. HOT 2
- Import animations unrelated properties HOT 2
- Workaround for loss of Trim feature? HOT 10
- "InspectorDock" shadows a native class Godot 3.6 beta4 HOT 3
- make import defaults affect the import settings in `Sprite2D` props HOT 2
- "Do not create resource file" option in Aseprite Wizard window is not applied
- Forward slash in imported animation name can't be renamed HOT 1
- Automatically import all sprites in my project in one go HOT 10
- Add a way to import an aseprite image as split layers HOT 2
- Outdated message displayed when Aseprite command could not be executed HOT 4
- Crash on exit on macOS HOT 3
- Resource file not found HOT 3
- Texutre filter should be an option instead of only overwriting to "nearest" by default HOT 1
- Changes to import fields on a node are discarded when navigating away without clicking Import HOT 1
- Confusing behavior of Output File Name field HOT 1
- Loop settings are removed from project file since 7.4.0 HOT 2
- Drag-n-Drop aseprite files? HOT 9
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