Atlas preview
Import sprites to start packing.
Add sprite images or load the sample to explore the editor.
Select a sprite
Coordinates, trimming and original dimensions appear here.
Import sprites to start packing.
Add sprite images or load the sample to explore the editor.
Coordinates, trimming and original dimensions appear here.
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.
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.
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.
No. A rotation-aware loader is required when the atlas metadata marks a frame as rotated.
No. Editable projects contain the source images as well as the packing configuration, subject to project and ZIP size limits.