PixelOkay/Texture Atlas GeneratorSTUDIO
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TEXTURE WORKSPACE
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Atlas preview

Import sprites to start packing.

Pack your first atlas.

Add sprite images or load the sample to explore the editor.

Select a sprite to inspect its atlas frame.
Sprites0
Pages0
Frame occupancy—
Atlas size—
FRAME INSPECTOR

Select a sprite

Coordinates, trimming and original dimensions appear here.

Get started with atlases

1. Import PNG, JPEG or WebP sprites. Transparency trimming keeps their original frame sizes in metadata.

2. Adjust atlas dimensions, spacing and extrusion. Choose rotation if your engine supports rotated frames.

3. Export the ZIP: it contains matching PNG/JSON pairs for every page. The JSON Hash and Array schemas follow TexturePacker-style naming; the package also contains a Phaser multi-atlas JSON for loading every page under one key.

4. Save an editable project JSON to reopen later. A browser-local autosave is best-effort only, not a substitute for a downloaded backup.

Limits: 300 sprites, 16 MB / 16 MP per image, up to 24 atlas pages. Animated GIF, SVG, real-time compression and platform-specific binary formats are not included.

Keyboard: Ctrl/Cmd+S saves a project, Ctrl/Cmd+Z undoes changes, Ctrl/Cmd+Shift+Z redoes.

Recover a project

Restore a recent browser-local version. Save your current project to disk first if you need to keep it.

Browser data can be cleared by private browsing or device cleanup.

Using Texture Atlas Generator

Import PNG, JPEG or WebP sprites, choose page size and packing settings, then inspect frames and trim offsets. Export the required page files or atlas ZIP and keep an editable project containing the source images.

Packing and project/export budgets apply, including 300 sprites and 24 pages. Rotated frames require a rotation-aware loader; supplied Phaser-style multiatlas metadata has not been exercised in a game engine during this integration. No KTX2, ASTC or Basis compression is included. Browser checkpoints are best effort; project files contain source images and requested downloads are not confirmed disk writes.

Choosing outputs and planning a Texture Atlas Generator workflow

Pack raster sprites into bounded atlas pages, inspect frame placement and trim offsets, then export the page images with metadata or as an atlas ZIP.

Atlas images and metadata are runtime assets; the editable project keeps the imported source images and packing setup. Rotated frames need a loader that honors rotation metadata.

Example workflow

  1. Import a small set of PNG, JPEG or WebP sprite images.
  2. Choose page dimensions and packing settings, then inspect frame rectangles and trim offsets.
  3. Export the page files or ZIP and check whether the intended game loader supports any rotated frames.

Authored example: Plan a fictional set of eight square game icons and compare a low page-size limit with a larger page. Review any rotation flags before choosing metadata for an engine.

Scope: This is bounded raster packing with trimming, rotation and extrusion. Phaser-style metadata has not been verified in a game engine here; this does not generate KTX2, ASTC or Basis compressed textures.

Texture Atlas Generator questions

Can every game engine load rotated frames automatically?

No. A rotation-aware loader is required when the atlas metadata marks a frame as rotated.

Does the project file contain only packing settings?

No. Editable projects contain the source images as well as the packing configuration, subject to project and ZIP size limits.

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