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Phaser Atlas Frames Wrong — Rotated and Trimmed Frame Fixes

Atlas frames that come out mirrored, turned or clipped in Phaser usually come from rotation in the atlas: in our engine runs Phaser 3.90 and 4.2 both drew rotated TexturePacker frames wrongly, without turning them back (mirrored in one run, sideways and clipped in another). Frames that are only off in Phaser 3.90 come from trimmed Starling/Sparrow XML, which its XML parser reads with two sizes swapped.

When some atlas frames come out wrong in Phaser, check the data file before the code. Entries with "rotated": true: Phaser 3.90 and 4.2 did not turn such frames back in our runs, so repack without rotation. Trimmed Starling/Sparrow XML (frameX present) in Phaser 3.90: its XML parser passes the trimmed and full sizes in the wrong order, so use the JSON atlas, trim off, or Phaser 4.2. Otherwise compare frame names and files with the loader call. Nerulio cannot patch an existing atlas; it repacks the frames with settings Phaser reads.

Drop frame images, a GIF or an .aseprite file to pack
Runs in your browser. Files are not uploaded.
Studio Pack & Export: CC0 ninja frames packed on one page and the list of all 18 export formats, each with its own Export button
The real Studio with a CC0 asset (OpenGameArt).
Exports to
  • Phaser 3 / 4Verified· Phaser 3.90 + 4.2
  • Starling / Sparrow XMLVerified· Phaser 4.2
  • Godot 4Verified· Godot 4.7.2
  • Unity 6Verified· Unity 6000.5.3f1
  • PixiJS 8Verified· PixiJS 8.21
  • Aseprite JSONVerified· Phaser load.aseprite · PixiJS 8.21
  • .asepriteVerified· Aseprite 1.3.18
  • Spine / libGDXVerified· spine-canvas 4.2
  • LÖVEVerified· LÖVE 11.5
  • DefoldBuilt· Defold bob.jar 1.13.1
  • GameMakerUNVERIFIED
  • CSS spritesVerified· Chromium
  • GIF / APNGDecoded· Pillow

Three causes, three places to look

Rotation. A packer may store a frame turned by 90° to save space and mark it rotated. Phaser's JSON parser flags the frame and changes its texture coordinates, but in our runs with Phaser 3.90 and 4.2 exactly the rotated frames came out wrong while the upright frames of the same atlas were right: with TexturePacker's own rotated export, 6 of 10 archer frames, 40 of 60 samurai frames and 9 of 45 toon frames matched.

Trim in XML. The Sparrow format stores the trim as frameX, frameY, frameWidth and frameHeight. Phaser 3.90's AtlasXML calls setTrim(width, height, frameX, frameY, frameWidth, frameHeight), but setTrim expects the full size first and the trimmed size last. JSON atlases are not affected, because the JSON parser passes sourceSize first.

Data mismatches. A frame name that is not in the atlas, a JSON from a different export than the PNG, or a PNG resized after packing all give wrong frames without any engine bug; they show up as wrong rectangles or missing names in this.textures.get(key).

rotated
Flag on a frame stored turned by 90° on the page.
setTrim
The Phaser Frame method that places a trimmed piece inside its full-size box.
frameX, frameY
Sparrow XML's negative offset of the full frame from the stored pixels.

Is it rotation or trim? Read the entry

JSON entry, rotated (TexturePacker layout):
"run_0": { "frame": {"x":17,"y":23,"w":18,"h":15}, "rotated": true, … }
   → stored as 15 × 18 on the page; Phaser 3.90 and 4.2 drew such frames wrong → repack, rotation off

Sparrow XML, trimmed:
SubTexture name="run_0" x="0" y="34" width="18" height="15" frameX="-10" frameY="-10" frameWidth="40" frameHeight="29"
   Phaser 3.90 calls   setTrim(18, 15, 10, 10, 40, 29)
   setTrim expects     setTrim(40, 29, 10, 10, 18, 15)   → wrong size and offset
   Phaser 4.2: correct.  Fix for 3.90: the JSON atlas, or XML with trim off

JSON, trimmed (not a bug): setTrim(40, 29, 10, 10, 18, 15) from sourceSize + spriteSourceSize

If neither flag is in the file and frames are still wrong, the cause is almost always the data: a stale JSON, a renamed frame or a resized PNG.

What it does

  • The Phaser 3 / 4 preset never rotates, and the export refuses rotation even if another target had it on; the change is shown next to the Export button before you click.
  • Trim stays on for the JSON atlas: Phaser reads spriteSourceSize and sourceSize correctly, so trimmed frames keep their place in both versions.
  • Two XML presets: Starling / Sparrow XML keeps trim and is right in Phaser 4.2; Sparrow XML (Phaser 3) turns trim off so Phaser 3.90 draws every frame in place.
  • Evidence: 49 runs in the real engines on real CC0 assets, 47 PASS. The 2 FAIL are exactly trimmed XML in Phaser 3.90, kept in the report to show the bug.
  • Frames from an atlas you already made can be read back (PNG plus TexturePacker JSON or Starling XML), but frames that were rotated stay rotated, and that export path is UNVERIFIED; pack the original frames when you have them.

How to do it

  1. Drop the original frames, the .aseprite file or the sheet (then Apply).
  2. In Pack & Export choose Phaser 3 / 4: rotation off, trim on.
  3. For XML on Phaser 3.90 pick Sparrow XML (Phaser 3); on 4.2 either XML preset works.
  4. Export, load with this.load.atlas or this.load.atlasXML, and compare a few frames with the floating preview (F7).

Check the result

  • Draw every frame as a still image in a grid (this.add.image(x, y, key, name) for each name) and compare it with the source frames side by side.
  • If you can, try the other Phaser major version: a problem only in 3.90 with XML is the trim order; a problem in both with rotated frames is rotation.
  • After repacking, the data file has no "rotated": true, and for Phaser 3.90 XML no frameX attributes.

Atlas options in Phaser 3.90 and 4.2

Atlas optionPhaser 3.90Phaser 4.2Studio preset
JSON hash, trimmedDrawn rightDrawn rightPhaser 3 / 4 (trim on)
JSON hash, rotated framesDrawn wrongly, not turned backDrawn wrongly, not turned backRotation refused for Phaser
Starling/Sparrow XML, trimmedTrimmed frames drawn wrong (setTrim gets the sizes in the wrong order)Drawn rightStarling / Sparrow XML, for 4.2
Sparrow XML, untrimmedDrawn rightDrawn rightSparrow XML (Phaser 3)
Aseprite JSON with load.asepriteDrawn rightDrawn rightAseprite JSON: one page, no rotation

Troubleshooting

SymptomLikely causeHow to checkFix
Only some frames are mirrored, turned or clippedThose frames are stored rotated"rotated": true on exactly those entriesRepack with rotation off; Nerulio's Phaser preset refuses rotation, and in TexturePacker turn Allow rotation off
Trimmed frames sit shifted or cropped, only in Phaser 3.90, only with XMLThe AtlasXML setTrim orderThe XML has frameX on those frames; the same files look right in Phaser 4.2"Sparrow XML (Phaser 3)" preset (trim off), the JSON atlas, or Phaser 4
Every frame is offset by the same amountWith a pivot in the JSON, Phaser sets it as the sprite's origin; without one the origin is the centresprite.originX, sprite.originYExpect the pivot as origin (0.5, 1 = feet), or remove pivot from the JSON if you position by the centre
Frames show pictures from other framesThe JSON and the PNG come from different exports, or frame names changedCompare meta.image and meta.size with the PNG; list this.textures.get(key).getFrameNames()Export both files again, together
Frames blur or show seams while movingLinear filtering and positions between pixels, not the atlas dataThe game configpixelArt: true, and keep 2 px padding in the atlas

Other ways to do it

OptionWhen it is the better choice
Aseprite JSON with this.load.asepriteDrawn correctly in Phaser 3.90 and 4.2 in our runs; one page, no rotation. See Aseprite to Phaser.
Repack from the original framesBest when you have them: the Phaser 3 / 4 preset keeps trim and never rotates; see Phaser texture atlas. Reading frames back from an existing atlas keeps rotated frames turned.

Engine exports and how each was checked

"Verified" means the exported files were loaded by the real engine or tool on real CC0 assets and the result was compared with the source. Anything that was not loaded is labelled as such.

TargetFilesCheck
Godot 4.tres SpriteFrames · .tscn AnimatedSprite2D · .png.importVerified Godot 4.7.2Loaded by Godot; every animation frame drawn and compared with the source file. The scene uses Nearest filtering; rotation is never used.
Unity 6.unity.json · Editor/NerulioSpriteImporter.cs · AnimationClipVerified Unity 6000.5.3f1Batch mode: sprite rects, pivots, pixels, clip keys and durations checked.
Phaser 3 / 4atlas JSON (multiatlas) · .anims.jsonVerified Phaser 3.90 + 4.2Frames and animations drawn by both versions.
PixiJS 8spritesheet JSON · animations · anchor · meta.scaleVerified PixiJS 8.21Rotated and multi-page atlases included.
Aseprite JSONhash / array · frameTags · slicesVerified Phaser load.aseprite · PixiJS 8.21Tags keep their direction and repeat count.
.asepritelayers · tags · durations · slicesVerified Aseprite 1.3.18Opened and rendered by the Aseprite command line.
Spine / libGDX.atlasVerified spine-canvas 4.2Every region drawn by the Spine runtime, rotated and trimmed; libGDX itself was not run.
Starling / Sparrow XMLXML per pageVerified Phaser 4.2Phaser 3.90 draws trimmed XML frames wrongly (its own bug); the "Sparrow XML (Phaser 3)" preset turns trim off and passes in 3.90 and 4.2.
LÖVELua quads · nerulio_atlas.lua · main.luaVerified LÖVE 11.5Every frame drawn and every animation stepped through the shipped helper.
Defold.atlas · .tilesourceBuilt Defold bob.jar 1.13.1Built by Defold's command-line builder; the built texture's UVs were read back.
GameMakerspr_<name>_stripN.png · gamemaker.jsonUNVERIFIEDNot loaded in GameMaker (no headless GameMaker). The strips are cut the way its strip importer cuts them.
CSS sprites.css · preview .htmlVerified ChromiumEvery class drawn from the shipped stylesheet.
GIF / APNGone file per animationDecoded PillowEvery frame and delay decoded again after export; APNG is exact.

Evidence

Exports: 49 runs in the real engines on real CC0 assets, 47 pass — the 2 failures are Phaser 3.90's trimmed-XML bug, which the Phaser 3 preset avoids. Packer head-to-head on 5 real frame sets (CodeAndWeb free web packer, GAPTools, free-tex-packer): smallest sheet on all 5 with rotation allowed, 4 of 5 without; every frame restored pixel-exact.

Limits

  • Polygon (mesh) packing is not offered: none of the verified engines draws a mesh atlas from exported data.
  • GameMaker strips are UNVERIFIED in GameMaker itself.
  • Scale variants (@0.5x–@4x) use nearest-neighbour only.
  • Trimmed Starling XML is drawn wrongly by Phaser 3.90; use the "Sparrow XML (Phaser 3)" preset there.

Versions and sources

In Nerulio's engine runs of 2026-09-23, 49 Studio exports were loaded in real engines: 47 passed and the 2 failures were trimmed Starling XML in Phaser 3.90. Rotated TexturePacker frames failed in both Phaser 3.90.0 and 4.2.1, including TexturePacker 8.3.0's own export with rotation enabled (2026-09-25). The setTrim orders are quoted from the Phaser 3.90 source.

Official documentation used

Questions

Can I keep rotation on for Phaser?

Not with these versions: in our runs Phaser 3.90 and 4.2 did not turn rotated TexturePacker frames back, so the Phaser preset never rotates. PixiJS 8.21 and the Spine runtime did draw rotated frames correctly, and their presets may rotate.

Does Phaser 4 still have the XML trim problem?

No. Phaser 4.2 drew trimmed Starling/Sparrow XML right in the same runs. Rotation is the one problem both versions share.

What does turning trim off cost?

Each frame keeps its whole canvas, transparent border included, so the page gets larger. If you can use the JSON atlas instead of XML, keep trim on there.

Can I fix the atlas file I already have?

Only by re-packing. The Studio does not patch an existing atlas; it packs the frames again with settings Phaser reads correctly.

Is it free, and do I need an account?

Everything on these pages is free and works without an account. There is no watermark and no export that is held back.

Are my sprites uploaded?

No. The Studio decodes, packs and exports in this browser tab. Projects are autosaved in the browser (IndexedDB) and can be saved as a .nerulio file.

Does it need Aseprite or an engine plugin installed?

No. .aseprite files are read and written in the browser, and each engine bundle carries what that engine needs (for Godot, the import settings and scene; for Unity and the Godot TileSet, a small editor script).