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TexturePacker to Unity — JSON Atlas to Sprites and Clips

Unity's Sprite Editor can slice a sheet on a grid, but a packed atlas has frames of different sizes at arbitrary places, so the rects must come from the data file. Drop the TexturePacker PNG and JSON here and export for Unity 6: the bundle carries every rect and pivot already converted to Unity's conventions, plus an editor script that applies them and builds one AnimationClip per animation.

A TexturePacker JSON gives every sprite's rectangle measured from the top-left of the PNG, its trim and an optional pivot from 0 to 1; Unity wants sprite rects measured from the bottom-left and a pivot relative to each rect. Drop the PNG and JSON into Nerulio and export for Unity 6: the bundle holds the converted rects and pivots in a .unity.json plus NerulioSpriteImporter.cs, an editor script that slices the texture (Sprite, Multiple, Point, uncompressed) and builds one AnimationClip per animation. Unity 6000.5.3f1 ran it in batch mode.

Drop a sprite sheet, numbered frames, a GIF / APNG or an .aseprite file
Runs in your browser. Files are not uploaded.
Studio Sprite workspace: an Aseprite JSON atlas opened with its sheet, 6 frames with their durations grouped into one animation
The real Studio with a CC0 asset (OpenGameArt).
Exports to
  • Unity 6Verified· Unity 6000.5.3f1
  • Godot 4Verified· Godot 4.7.2
  • 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

Top-left rectangles, bottom-left sprites

Unity keeps several sprites on one texture as a texture with Sprite Mode Multiple and a list of sprite rectangles. Each rect is measured in pixels from the bottom-left corner, and each sprite's pivot is a point from 0 to 1 inside its own rect.

TexturePacker's y axis runs down from the top, so a frame at y with height h becomes rect y = page height − (y + h). A trimmed frame's rect holds only its stored pixels, so a pivot defined on the full frame must move into that rect: pivot x = (pivot px − trim x) ÷ w, and pivot y = (h − (pivot py − trim y)) ÷ h. A value outside 0–1 is correct; it means the pivot lies in the trimmed-away border.

Pixels Per Unit decides how large a sprite is in world units: 100 by default, and the script applies the value written in the JSON. Animation in Unity is an AnimationClip that swaps the SpriteRenderer's sprite at key times; the script writes one key at each frame's own start time.

Sprite Mode Multiple
One texture holding many named sprite rects.
Sprite rect
Rectangle, pivot and name of one sprite on the texture, in pixels from the bottom-left.
Pixels Per Unit
Texture pixels per world unit.
AnimationClip
Keyframes that change the SpriteRenderer's sprite over time.

Example: converting one trimmed frame

frame run_0 on the packed 38 × 50 page: x 0, y 34, w 18, h 15
trim at (10, 10) in a 40 × 29 frame; pivot bottom centre = (20, 29) px on the full frame

Unity rect y  = 50 − (34 + 15) = 1                rect = (0, 1, 18, 15)
pivot x       = (20 − 10) / 18 = 0.5556
pivot y       = (15 − (29 − 10)) / 15 = −0.2667   below the rect: the feet are in trimmed-away rows

clip "run": sprite keys at 0.0, 0.1, 0.2, 0.3, 0.4, 0.5 s, loop on, 0.6 s per cycle

All six frames get pivots that point at the same spot of the original 40 × 29 frame, so the character does not jitter although each rect has a different trim.

TexturePacker publish settings and the Unity result

Setting in TexturePackerWhat the JSON then containsIn Unity 6 after the importer script
Data format JSON (Hash) or JSON (Array)frames by name, or a list with filenameSprite names = frame names without extension
Trim mode TrimspriteSourceSize, sourceSizeRect = stored pixels; pivot normalised inside it, so every frame keeps one anchor
Allow rotation onrotated: trueThe Unity target refuses a rotated pack: repack with rotation off
Pivot pointspivot from 0 to 1 on the full spriteCustom pivot of each sprite, converted into the trimmed rect
Max size, multipackmeta.size; one JSON + PNG pair per pageThe script raises the texture's Max Size to the next power of two that fits the page
(no setting)No timingClips start at 100 ms per frame until you set durations in the Studio

What it does

  • Rects converted to Unity's bottom-left origin (y = page height − y − h), one SpriteRect per frame, named after the frame.
  • Pivots normalised inside each trimmed rect from the pivot on the full frame, so trimmed frames stay aligned; a value outside 0–1 is intended.
  • Texture settings for pixel art: Sprite, Multiple, Point filter, Uncompressed, no mipmaps, Max Size raised until the page fits.
  • Pixels Per Unit is a number in the JSON, 100 by default, and the script applies it; edit it before importing if your game uses another scale.
  • One AnimationClip per animation: SpriteRenderer sprite keys at each frame's own start time, looping as tagged.

How to do it

  1. Drop the atlas PNG together with its JSON.
  2. Check the animations grouped from the frame names, then set pivots and durations on the Timeline.
  3. Open Pack & Export, choose Unity 6 and export.
  4. Copy the folder into Assets/ with its Editor folder; Unity compiles NerulioSpriteImporter.cs.
  5. Run Tools › Nerulio › Import Studio JSON and pick the .unity.json; the sprites appear on the texture and the .anim clips next to the JSON.

Files you get

FileWhat it is for
run.pngThe page texture (Nerulio's new packing, no rotation).
run.unity.jsonPixels Per Unit, textures, sprites (rect, pivot, border) and clips with key times and loop.
Editor/NerulioSpriteImporter.csEditor script: Tools › Nerulio › Import Studio JSON applies the texture settings and sprite rects, then writes the .anim clips.
README-UNITY.mdThe steps for this bundle.

Import it into Unity 6

  1. Copy the folder into Assets/, keeping Editor/ inside it so that Unity compiles NerulioSpriteImporter.cs as an editor script.
  2. Make sure the 2D Sprite package (com.unity.2d.sprite) is installed; the 2D templates include it.
  3. Run Tools › Nerulio › Import Studio JSON and pick run.unity.json: the sprites appear on the texture and the .anim clips next to the JSON.
  4. Add the clips to an Animator Controller on your character's SpriteRenderer object; each clip animates its sprite.
  5. If your game uses another scale, change pixelsPerUnit in the .unity.json before running the import.

Check the result

  • Open the texture in the Sprite Editor: six rects named run_0 … run_5, each pivot at the feet (below the rect for trimmed frames).
  • Play the run clip: 0.6 s per cycle, and the character does not move up or down between frames.
  • Texture inspector: Sprite Mode Multiple, Filter Mode Point, no compression, no mipmaps.

From TexturePacker JSON to Unity sprite settings

JSON fieldWhat the Unity importer setsWhy
frame {x, y, w, h}SpriteRect with y = page height − (y + h)Unity textures start at the bottom left
spriteSourceSize, sourceSizepivot normalised inside the trimmed rectevery frame keeps one anchor point
pivot, or the one set with PCustom alignment with that pivotthe character stands where it should
frame namesprite name; animation from the name prefixclips find their sprites by name
meta.sizeMax Size raised to the next power of two that fitsUnity would otherwise shrink a large page
not in the JSONPoint, Uncompressed, no mipmaps, PPU 100crisp pixels; PPU editable in the JSON

Troubleshooting

SymptomLikely causeHow to checkFix
Sprites cut in the wrong places, shifted verticallyRects typed in from the JSON without flipping yCompare a rect's y with page height − (y + h)Use the importer script, which converts y
The character jumps between framesPivots left at Center for trimmed rectsSprite Editor: the pivot of each spriteImport with the script; pivots are normalised inside each trimmed rect
The menu Tools › Nerulio is missingThe script is not in an Editor folder, or compile errors elsewhere block itThe Console for compile errorsKeep Editor/NerulioSpriteImporter.cs in an Editor folder and install com.unity.2d.sprite
Sprites look blurry or blocky-compressedTexture settings changed after the import (Bilinear, compression)The texture inspectorPoint filter, no compression; see blurry pixel art in Unity
Hit boxes are missingA Unity sprite has no field for them, so this importer does not carry themThe export notes say soExport Generic JSON for the boxes and create colliders yourself

Other ways to do it

OptionWhen it is the better choice
TexturePacker's own Unity importerYou publish from TexturePacker for Unity regularly. It is distributed through the Unity Asset Store and was not measured here.
The Sprite Editor's grid slicingThe sheet is an even grid; for a packed atlas the rects must come from the data file. See sprite sheets in Unity.
Start from the sourceWith the .aseprite file, Aseprite to Unity keeps tags and durations that a TexturePacker JSON never had.

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

GIF decoder: 408 of 408 frames identical to Pillow on 29 real GIFs; APNG 132 of 132 on 16 files. .aseprite: 231 corpus files imported, re-written and reopened in Aseprite 1.3.18 with the same tags, durations and pixels (231/231). 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.

Limits

  • Rotated sprites in the JSON are imported still turned; the Unity target refuses a rotated pack.
  • Frame timing is not in TexturePacker's JSON: set durations before exporting.
  • Collision polygons and hit boxes are not written as Unity physics shapes.
  • A grid or island guess is a preview with a confidence; nothing is cut until you press Apply, and every choice has one-click alternatives.
  • .aseprite files whose layers do not compose exactly (e.g. group opacity) are imported flattened, and the Import panel says why.
  • Rotated frames in an imported atlas stay rotated; their export is UNVERIFIED.
  • Images up to 32,768 px per side (268 million pixels), subject to your browser's memory.

Versions and sources

Unity 6000.5.3f1 in batch mode ran NerulioSpriteImporter.cs on exported bundles and read back rects, pivots (one common anchor), pixels, clip keys and durations. The TexturePacker import is src/studio/sprite/atlas-data.js; TexturePacker's own Unity importer was not tested. Unity terms follow the Unity 6 manual.

Official documentation used

Questions

Do I need a TexturePacker importer in Unity?

No. The bundle brings its own editor script and needs only the 2D Sprite package (com.unity.2d.sprite) that the 2D templates include. Unity 6000.5.3f1 in batch mode ran it and read back rects, pivots, pixels, clip keys and durations.

Do my hitboxes reach Unity?

Not through this importer: a Unity sprite has no field for them. Boxes and collision polygons go into the Generic JSON export instead, and the Unity export tells you so.

My JSON has rotated frames. Can I still use it?

They import still turned and exporting them is UNVERIFIED; the Unity target itself refuses a rotated pack. Pack again in TexturePacker with rotation disabled and drop the new pair of files.

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).