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. [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: [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. 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.