Array of textures stored in a single primitive. [TextureArray]s store an array of [Image]s in a single [Texture] primitive. Each layer of the texture array has its own mipmap chain. This makes it is a good alternative to texture atlases. See also [Texture3D]. [TextureArray]s must be displayed using shaders. After importing your file as a [TextureArray] and setting the appropriate Horizontal and Vertical Slices, display it by setting it as a uniform to a shader, for example (2D): [codeblock] shader_type canvas_item; uniform sampler2DArray tex; uniform int index; void fragment() { COLOR = texture(tex, vec3(UV.x, UV.y, float(index))); } [/codeblock] Set the integer uniform "index" to show a particular part of the texture as defined by the Horizontal and Vertical Slices in the importer. [b]Note:[/b] When sampling an albedo texture from a texture array in 3D, the sRGB -> linear conversion hint ([code]hint_albedo[/code]) should be used to prevent colors from looking washed out: [codeblock] shader_type spatial; uniform sampler2DArray tex : hint_albedo; uniform int index; void fragment() { ALBEDO = texture(tex, vec3(UV.x, UV.y, float(index))); } [/codeblock] [b]Note:[/b] [TextureArray]s can only be sampled in shaders in the GLES3 backend. In GLES2, their data can be accessed via scripting, but there is no way to render them in a hardware-accelerated manner. Creates the TextureArray with specified [code]width[/code], [code]height[/code], and [code]depth[/code]. See [enum Image.Format] for [code]format[/code] options. See [enum TextureLayered.Flags] enumerator for [code]flags[/code] options.