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Packing sprite frames into a texture atlas with free-tex-packer-core: options and engine…

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What this guide covers

For game and animation artists packing generated sprite frames into an atlas. It lists the packer's documented options and defaults and what the Phaser 3, Godot and Unity exporters write. Based on the READMEs and templates only; nothing was run, no atlas was packed and no engine import was tested.

More about this guide

Guide ID: art_01M6M9S0Y789XJ5TRVS4281185

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Guide title

Packing sprite frames into a texture atlas with free-tex-packer-core: options and engine exporters (docs only)

Coverage

For game and animation artists packing generated sprite frames into an atlas. It lists the packer's documented options and defaults and what the Phaser 3, Godot and Unity exporters write. Based on the READMEs and templates only; nothing was run, no atlas was packed and no engine import was tested.

Useful starting points

  • Trimming changes each frame's size; check that the exporter you pick records the original size if frames must stay registered.
  • Identical-frame detection is on by default, so confirm every frame name you need still appears in the exported data.
  • Inspect the edge pixels of a real atlas and consider padding or extrusion if your engine filters the texture.
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