In the good old days of 2.5 and 2.79b, you just stuck a texture onto a material, set your frames and rows/columns in UV Editor and done! A seamlessly tileable result that actually worked.
However, while there is a Sprites Animation node in UPBGE, the old system was far better since it literally allowed our textures that we designed ourselves for animation in the Game Engine to loop seamlessly. This was useful for mimicking water, lava, mud or whatever you wanted! Many early PS1 games used this technique!
This system was ruined in UPBGE 0.3 and above and has never come back, which makes the traditional method very hard to create. The difficulty lies in scaling the texture where we scale and the texture will snap when played in the game or whatever. And the texture is full of seams no matter how seamlessly you render it. This naturally made me ask the question:
Is there any way to actually have the old Blender 2.79 system fully remade, whether it be by Python, a custom shader node tree, etc? The Sprite Animator v2 is very close, but not close enough, as when the UVs are scaled, the animation jumps and clips and we have seams.