CompressedCubemapArray in Godot – Complete Guide

Welcome to our exploration of the CompressedCubemapArray class in Godot 4, an exciting feature for game developers and programmers alike! If you’re venturing into the world of 3D rendering or looking to enhance your game environments with skyboxes or reflections, understanding and utilizing cubemap arrays can really elevate your work. This tutorial aims to demystify the concepts behind CompressedCubemapArray and show just how accessible this powerful tool can be. So, whether you’re coding your first 3D project or refining your game’s graphics, let’s dive in and see how this feature can contribute to your development arsenal.

What Is CompressedCubemapArray?

A CompressedCubemapArray is a specialized resource within Godot 4 designed for use in 3D environments. It is essentially an array of 6-sided textures that can create immersive game environments through skyboxes or reflections. The magic of a cubemap is that it can make a 3D scene look more realistic by simulating environments off-screen.

What Is It Used For?

This array is typically used to display skyboxes, implement dynamic reflections on objects, or provide any sort of environmental mapping that requires a surrounding, omnidirectional texture. The fact that it’s an “array” allows developers to use multiple cubemaps in a single scene efficiently, thus enabling varied scenarios and dynamic changes within the game world.

Why Should I Learn It?

Understanding how to implement and use a CompressedCubemapArray opens up a range of possibilities for improving your game’s visuals. It allows you to create more efficient, engaging, and high-quality 3D scenes. By learning about the different compression methods available and when to use them, you can optimize your game’s performance and loading times, which is crucial for a seamless player experience. Plus, with Godot 4’s powerful and user-friendly tools, mastering this feature is an attainable goal for developers of all skill levels.

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Creating a CompressedCubemapArray

To begin with, let’s learn how to create a CompressedCubemapArray in Godot 4. It all starts with initializing a new object of this type and setting it up with your desired images. Here’s how you can do that:

var cubemap_array =

Once you’ve created the CompressedCubemapArray object, you need to fill it with data. For our examples, let’s assume we have six images for one cubemap which we have loaded into an array:

var images = []
for i in range(6):
    var img =
    # Assuming you have loaded your image files into the project
    img.load("res://path_to_your_image_side_" + str(i) + ".png")

Next, we’ll add these images to the cubemap array. This process creates the first cubemap within the array:


Configuring the CompressedCubemapArray

After filling your CompressedCubemapArray with the necessary images, you might want to configure it for the best performance and appearance in your game. For instance, you can set the format of the cubemap array depending on your needs for quality and performance:

# Set the format to one of the supported compressed formats for efficiency
cubemap_array.format = CompressedCubemapArray.FORMAT_RGBA_DXT5

There’s also the opportunity to set mipmaps for your cubemaps, which can enhance performance and visual quality at different camera distances:


Remember to tailor these settings to fit your game’s aesthetic and performance requirements. Godot’s engine makes it relatively simple to adjust the balance between visual fidelity and game efficiency.

Using CompressedCubemapArray in Materials

With your cubemap array configured, you can apply it to materials in your scene. This allows any surface to reflect the environment as defined by your CompressedCubemapArray. Here’s an example of setting a material’s texture to use the cubemap array we created:

var material =
material.set_texture(SpatialMaterial.TEXTURE_REFLECTION, cubemap_array)
# Now you can apply your material to any MeshInstance in your scene
your_mesh_instance.set_surface_material(0, material)

For dynamic scenarios, you might want to change the cubemap array’s images at runtime to reflect the game’s environment changes. Here’s how you can update the cubemap images:

# Assuming you've already created a CompressedCubemapArray called 'cubemap_array'
var new_images = []
# ... load new images into the 'new_images' array as done previously

Adding and Accessing Multiple Cubemaps in the Array

A powerful feature of the CompressedCubemapArray is the ability to store multiple cubemaps. You can add another completely different set of images to create another cubemap within the same array:

# Assuming 'cubemap_array' already has one set of cubemap images added
var additional_images = []
# ... load new images for the second cubemap
cubemap_array.add_images_as_side(additional_images, 1)

To access a specific cubemap from the array when applying it to a material or during any other operations, you can use its index:

# Setting a material to use the second cubemap from the array (index starts at 0)
material.set_texture(SpatialMaterial.TEXTURE_REFLECTION, cubemap_array, 1)

Understanding and utilizing these methods, you can begin to create rich, dynamic environments in your 3D projects. In the following part of our tutorial, we’ll further explore advanced operations and practical examples of using CompressedCubemapArray to achieve stunning visuals in Godot 4. Stay tuned to see how these can add depth and realism to your games.As we delve deeper into the CompressedCubemapArray, there’s plenty to explore concerning its advanced features and their implementation in Godot 4. Here are a range of examples showcasing how to make the most of this resource.

Advanced Operations on CompressedCubemapArray

One of the advanced capabilities is to update a specific side of a single cubemap within the array without replacing the entire set. This is useful when part of the environment changes, but you don’t want to reload all six sides.

# Update just one side of the first cubemap in the array
var updated_image =
cubemap_array.set_side(updated_image, CompressedCubemapArray.SIDE_POSITIVE_X, 0)

Furthermore, you might want to retrieve an image from a specific side of a cubemap, possibly for inspection or modification:

# Get the image from the positive X side of the first cubemap
var image_from_cubemap = cubemap_array.get_side(CompressedCubemapArray.SIDE_POSITIVE_X, 0)

If you are creating a day-night cycle or a system that requires transitioning between different environmental states, you can interpolate between two cubemaps within the array:

# Interpolate between the first and second cubemap in the array
var interpolated_cubemap = cubemap_array.interpolate_cubemaps(0, 1, 0.5)
# Apply this interpolated cubemap to a material
material.set_texture(SpatialMaterial.TEXTURE_REFLECTION, interpolated_cubemap)

The ‘interpolate_cubemaps’ method takes the index of the two cubemaps you want to blend between and a blend factor `0.0-1.0`, where `0.0` is the first cubemap, and `1.0` is the second cubemap.

Conveniently, you can also change the overall size of your cubemaps, which impacts both performance and visual fidelity. Downsizing can be particularly helpful for mobile or VR platforms:

# Resize all cubemaps in the array to half their original width and height
cubemap_array.resize_to(cubemap_array.get_width() / 2, cubemap_array.get_height() / 2)

When working with CompressedCubemapArray, it’s also important to handle memory management efficiently by freeing up resources when they’re no longer needed:

# When you're done using the cubemap array, free its resources

Remember, correctly managing resources is crucial, especially in more extensive projects where every byte of memory counts.

Optimizing Your Game

Finally, it’s essential to learn about optimizing your use of cubemaps within your game. In Godot 4, it’s possible to set the storage mode of your cubemaps to “storage_comp”, which is the compressed storage mode, saving memory at the cost of having to decompress the texture at runtime:

# Optimizing the cubemap array for memory usage
cubemap_array.storage_mode = CompressedCubemapArray.STORAGE_COMP

When it comes to performance, remember that compressed textures offer excellent memory savings, but it’s always a balancing act between quality, size, and compression format. The right choices will depend on the specifics of your project and the platforms it will run on.

Through these examples of advanced use and optimization techniques, we can see that CompressedCubemapArray is a versatile tool in Godot 4. It can elevate the visual experience in your games, providing dynamic and captivating environments. Whether you’re a hobbyist or a professional game developer, mastering these skills will take your 3D scenes to the next level. Keep experimenting and continue learning, and you’ll be rewarded with rich, immersive game worlds that players will love.Now, let’s continue exploring how we can leverage the potential of CompressedCubemapArray in Godot 4 with additional practical code examples.

Animating Skyboxes with CompressedCubemapArray

Animating skyboxes can add a dynamic backdrop to your game. For instance, transitioning from day to night. This requires updating the cubemap array over time within a script’s `_process` function:

func _process(delta):
    # Assuming 'day_cubemap' and 'night_cubemap' are preloaded cubemaps at indices 0 and 1
    var time_of_day = calculate_time_of_day() # Custom function to determine time of day
    var interpolated_cubemap = cubemap_array.interpolate_cubemaps(0, 1, time_of_day)
    material.set_texture(SpatialMaterial.TEXTURE_REFLECTION, interpolated_cubemap)

Remember that `calculate_time_of_day()` should return a value between 0 (day) and 1 (night).

Using a CompressedCubemapArray within Shaders

Shaders can also access and utilize cubemap arrays to achieve advanced graphical effects, such as reflective surfaces reacting to the environs:

// In your shader script
uniform samplerCubeArray my_cubemap_array;

void fragment() {
    vec3 reflection_vector = reflect(-VIEW, NORMAL);
    vec4 reflected_color = texture(my_cubemap_array, vec4(reflection_vector, float(CUBEMAP_INDEX)));
    ALBEDO = reflected_color.rgb;

The `CUBEMAP_INDEX` is an integer that you pass to the shader to identify which cubemap to use in reflection (e.g., 0 for the first cubemap).

Customizing Cubemap Side Order

Quite often, you may find that the order the images need to be loaded in does not align with the default cubemap sides. You define the order by explicitly stating which side each image represents during cubemap creation:

var custom_ordered_images = [img_front, img_back, img_left, img_right, img_top, img_bottom]
var sides_order = [

for i in range(6):
    cubemap_array.set_side(custom_ordered_images[i], sides_order[i], 0)

This flexibility allows you to match the cubemap array with whatever image ordering your assets or design dictate.

Efficient Cubemap Array Initialization

When performance is critical, you may want to initialize all the sides of all cubemaps at once, assuming they are stored in a consistent, linear way:

# Initialize a 2-cubemap array with 12 preloaded images
var all_images = preload("res://path_to_your_cubemap_images.tres")
cubemap_array.initialize(512, 512, all_images.count() / 6, false, Image.FORMAT_RF)
for i in range(all_images.count()):
    cubemap_array.set_data(all_images[i], i % 6, i / 6)

This example assumes each image is 512×512 and that `all_images` is a ResourceArray containing 12 images, and the `FORMAT_RF` would be replaced with your chosen compression format.

Debugging with CubemapArray

When developing a sophisticated 3D game, visual issues may arise with cubemaps—for instance, seams showing up where different sides of the cubemap meet. Godot 4’s debugging features can be instrumental to visualizing and solving these problems:

# An example of how to log the dimensions of the first cubemap
print("Cubemap Width: ", cubemap_array.get_width())
print("Cubemap Height: ", cubemap_array.get_height())

# If you ever need to inspect a particular image, you can save it to a file for examination
var side_image = cubemap_array.get_side(CompressedCubemapArray.SIDE_POSITIVE_X, 0)

These examples further illustrate the flexibility and power of CompressedCubemapArray in Godot 4. They highlight how you can control textures with precision, leading to more engaging graphics and ultimately a more immersive game experience. Experiment with these features, and always keep an eye out for how you can optimize and debug your use of cubemaps, as tailoring them perfectly to your game can make all the difference in engaging your audience.

Keep Leveling Up Your Godot Skills

Embarking on your journey of mastering Godot 4 and CompressedCubemapArray is just the beginning. To further enhance your skills and knowledge, consider diving into the comprehensive collection of courses we offer. Our Godot Game Development Mini-Degree is an excellent next step for those looking to deepen their understanding of creating both 2D and 3D games with Godot 4.

The mini-degree encompasses a series of courses that cover rendering, programming with GDScript, gameplay control flow, combat systems, UI implementation, and much more. Through practical projects spanning various genres—platformers, RPGs, RTS, and survival games—you’ll gain hands-on experience and build a portfolio that showcases your game development prowess. Whether you’re starting out or eager to brush up on advanced concepts, there’s something here to ignite your passion for game creation.

For an even broader exploration of our offerings, visit our full collection of Godot courses. Our curriculum is crafted to provide a flexible, in-depth learning experience, accommodating your pace and schedule. By joining us at Zenva, you gain access to a wealth of knowledge that can transform your interest in game development into a thriving career.


By now, you should have a solid foundation in using CompressedCubemapArray within Godot 4 to enhance your game’s visual environment. This powerful tool is capable of taking your game development to new heights, offering dynamic skies, realistic reflections, and enriched gameplay experiences. What we’ve covered today scratches the surface of what’s possible with Godot’s advanced features, and there’s so much more to uncover as you delve deeper into the world of game creation.

Don’t stop here; continue your adventure in game development by checking out our Godot Game Development Mini-Degree. You’ll build upon what you’ve learned and unlock new possibilities as you work through our expertly designed courses. Get ready to unleash your creativity, refine your technical skills, and bring your unique game ideas to life with Zenva – your journey to becoming a game development pro starts here!

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