How to render a complex group of sprites (with blend modes) into a single flat image/texture?
Hey everyone! I’m facing a really tough problem that seems easy to solve in other engines, but I’ve hit a massive wall in Construct 3.
I'm developing a mobile game and struggling with UI optimization. I have a complex modular 2D car built from ~30 separate sprites with different Z-orders: body, interior, wheels, headlights, glass highlights, reflections, tires, rims, brakes, suspension, shadows, etc. Crucially, some of these layers (like drop shadows or window tints) use Blend Modes (Multiply, Add, etc.).
In the main menu, I need to display 6-7 of these cars simultaneously as UI cards (exact miniature thumbnail copies of the assembled cars).
Spawning real sprites for each card (30 parts × 7 cars = 200+ objects just for the UI) is completely out of the question—mobile devices will instantly drop frames. I need a way to "bake" (Render to Texture) the assembled car into a single flat image with a transparent background so I can just display it as a single sprite in the UI.
Here is what makes it so difficult:
Drawing Canvas issues: The Canvas refuses to handle this properly. Also, using Paste Object for 30+ individual parts per car is an absolute nightmare and leads to messy, unmanageable code.
Dynamic generation: These 6-7 cars are not identical. They all have different colors, wheels, headlights, and interiors, reading data from an array.
Coordinate math: The parts are attached to each other using specific offset coordinates from an array. Since the UI thumbnails are scaled down, all these offset coordinates have to be mathematically scaled down as well, which is extremely painful.
Hierarchies don't work: Please don't suggest using Hierarchies. They don't help because cars might lack certain parts (e.g., no interior or missing spoilers), and checking every part inside a hierarchy loop causes even more issues.
I've written massive formulas with loops to spawn cars, assign variables, and distribute parts, but it always breaks somewhere. Even AI assistants couldn't crack this task.
How do you guys handle the "Render to Texture" problem for complex composite objects with transparent backgrounds in your projects? How can I properly merge a bunch of sprites with blend modes into one lightweight image without killing performance or breaking the alpha channel?
I’d appreciate any ideas, workarounds, or plugins. By the way, I own the full Chadori plugin suite—is there anything in there that could help with this?
Thanks in advance!