Skip to content

Free Texture Packer — a TexturePacker Alternative in the Browser

A free packer that goes past "MaxRects + trim": the smallest sheet among the free packers tested on all five real frame sets (rotation allowed), frames restored pixel-exact, and exports that Godot, Unity, Phaser, PixiJS, Spine and LÖVE actually loaded.

Nerulio's Pack & Export is a free, browser-based packer that covers TexturePacker's rectangle packing: MaxRects, trim modes, rotation, merging identical sprites, extrude, border and shape padding, multipack and scale variants. Against TexturePacker Pro 8.3.0 on five real frame sets, with rotation allowed, it made smaller sheets on four and a 2.1 % larger one on the fifth; both tools restored every frame exactly. TexturePacker Pro stays ahead on polygon packing, GPU texture formats, its 68 data formats and a command line for build pipelines.

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

What a TexturePacker alternative has to cover

TexturePacker's settings come down to a few decisions: how to cut each sprite (trim mode), how to space them (border padding, shape padding, extrude), whether to rotate, whether identical sprites are stored once, how large a page may be, and which data format to write. Nerulio has an equivalent for each of these rectangle settings; the table below maps the names.

The two differ outside rectangle packing. TexturePacker can trace a polygon around each sprite and pack the polygons, writes compressed GPU formats and reduced pixel formats, and has a command line and .tps project files for build scripts. Nerulio writes PNG only and has no command line; in exchange it carries animations (tags, per-frame durations, pivots, hit boxes) into engine bundles that were loaded in the engines themselves.

Sheet size depends on the page shape you accept. TexturePacker's Best mode keeps the smallest area even when the page becomes a long strip (3551 × 102 on one set); Nerulio scores squarer pages higher. That is why the measurement also compares both tools with square pages forced.

Measured: TexturePacker Pro 8.3.0 and Nerulio, same settings

Trim on, shape padding 2, max 4096, identical sprites merged, best effort on both sides. Δ is Nerulio's sheet area relative to TexturePacker's; negative means Nerulio's sheet is smaller (docs/H2H-PAID.md, 2026-09-25).

set (frames)          rotation allowed   rotation off                    square pages
ninja (6)             −17.7 %            −16.9 %                         −20.6 %
archer (10)            −3.6 %             +0.8 %  (TP: 3034 × 538 strip)   −2.6 %
samurai (60)           −5.8 %             −8.7 %                         −10.0 %
toon (45)              −2.0 %             +3.0 %  (TP: 3551 × 102 strip)   −3.6 %
spaceshooter (294)     +2.1 % (TP: 3575 × 256)  +1.2 %                    +0.8 %

power-of-two pages     identical sizes on all five sets
frames restored exact  415 / 415 for both tools in every configuration
polygon mode (TP only) spaceshooter 892,581 px² = 4.5 % below Nerulio's best;
                       the four character sets 15–27 % larger than TP's own rectangles

So neither tool wins every row. TexturePacker is ahead on the spaceshooter pack (294 sprites in 96 sizes) and on two sets when rotation is off and long strips are acceptable; Nerulio is ahead on the character sets and with square pages.

TexturePacker settings and their Nerulio equivalents

TexturePackerNerulio Pack & ExportNote
Trim mode None / Trim / Crop, keep position / Crop, flush positionnone / trim / crop-keep / crop, plus an alpha thresholdSame four ideas; crop-keep moves the pivot so the art stays in place
Trim mode Polygon, algorithm Polygon—Not available: rectangles only
Algorithm MaxRectsMaxRects with BSSF, BLSF, BAF, BL and CP, plus Skyline and Guillotine; "try all" keeps the smallest pageEffort fast / normal / best instead of pack modes
Extrude, Border padding, Shape paddingextrude 0–32, border padding 0–64, shape padding 0–64 (default 2)Same meaning, in pixels
Allow rotationAllow rotation, set by each engine preset and enforced at exportRefused for Godot, Unity, Phaser, LÖVE, XML and CSS
Detect identical spritesAlias (hash + byte check), on by defaultBoth stored the 18 ninja frames of the duplicate test as 6
Multipack, max size, size constraints POT, force squaredMultipack up to 64 pages, 8–16384 px, POT, square, fixed, multiple-of—
Scale variants@0.5x, @1x, @2x, @3x, @4xNearest-neighbour only; no smooth filters, no Scale2x/Hq2x
Texture format and pixel format (PVR, ETC, ASTC, DXT, Basis, WebP, RGBA4444 …)PNG only, indexed when a page has 256 colours or fewerConvert afterwards if a platform needs GPU formats

What it does

  • MaxRects (BSSF, BLSF, BAF, BL, CP), Skyline and Guillotine with a best-of search; rotation where the engine reads it.
  • Trim / crop-keep / crop with an alpha threshold, alias of identical frames (hash + byte check), extrude, border and shape padding.
  • POT, square, fixed and multiple-of sizes, multipack up to 64 pages, @0.5x–@4x variants, premultiplied alpha.
  • Head-to-head on 5 real CC0 frame sets vs CodeAndWeb's free web packer, GAPTools and free-tex-packer: smallest sheet on all 5 with rotation allowed; every frame exact.

How to do it

  1. Drop your frames (or a GIF / .aseprite file).
  2. Pick the preset for your engine and adjust trim, padding and size.
  3. Check the used % and the frame list.
  4. Export — each target shows how it was verified before you click.

Other ways to do it

OptionWhen it is the better choice
TexturePacker ProMobile or console builds that need PVRTC, ETC2, ASTC or Basis textures; sprite packs with angular shapes, where polygon packing saved 4.5 % on the spaceshooter set; build pipelines driven by its command line and .tps files; engines Nerulio has no target for, such as cocos2d, SpriteKit, Unreal Paper2D or MonoGame.
TexturePacker's own Godot importer pluginYou already publish from TexturePacker and want Godot to reimport on every change. According to CodeAndWeb it creates one AtlasTexture per sprite and an AnimationLibrary running at 10 fps, not SpriteFrames; compared on TexturePacker to Godot.
Nerulio Pack & ExportFree and nothing to install; animations with per-frame durations, pivots and boxes must reach Godot, Unity, Phaser, PixiJS, LÖVE or Spine; you want to see which engine run backs each export before you click.
Free web packers and free-tex-packerMeasured on the free packer comparison; free-tex-packer's npm core runs in a build script, which Nerulio cannot.

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.

What Nerulio lacks compared with TexturePacker Pro

  • No polygon packing, rectangles only: TexturePacker's polygon mode was 4.5 % smaller on the spaceshooter set and 15–27 % larger on the four character sets than its own rectangles.
  • PNG pages only: no PVRTC, ETC1/2, ASTC, DXT, Basis, KTX, WebP or JPG, and no reduced pixel formats such as RGBA4444 or RGB565 with dithering.
  • 17 export targets against TexturePacker's 68 data formats; no cocos2d, SpriteKit, Unreal Paper2D, MonoGame or Solar2D output.
  • No command line, smart folders or project file for automated builds; packing runs in the browser.
  • Scale variants use nearest-neighbour only, which suits pixel art but not smooth art that needs filtered downscaling.
  • Pack speed was not compared fairly: the browser worker was not timed on the same five sets.

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

Measured on 2026-09-25 with TexturePacker 8.3.0 (Pro trial, command line) and the same modules the Studio runs. Every frame was restored from each tool's JSON and compared pixel by pixel; engine checks ran in Phaser 3.90.0 and 4.2.1, PixiJS 8.21.0, spine-canvas 4.2.120 and Godot 4.7.2. TexturePacker's setting names are taken from its documentation.

Official documentation used

Questions

Can I use the output commercially?

Yes. There is no licence tier and nothing is watermarked or recoloured.

Does it do polygon packing?

No. None of the engines in the verification harness draws a mesh atlas from exported data, so it could not be verified; rectangles only.

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).