Sprite Sheet
Packs batch frames into a single sprite sheet image, ready for game engines or further processing.
Sprite Sheet takes any batch (from Collect, Image Folder, Palette Remap, or any node that outputs multiple frames) and arranges the frames on a single image. Unlike Export Batch’s sprite sheet mode, which writes straight to disk, this node outputs an image you can keep processing: add outlines, resize, composite, or apply effects to the whole sheet before exporting.
- Tight (the default) bin-packs mixed-size frames tightly into a near-square sheet.
- Grid gives every frame the same cell in a fixed number of columns; the Auto Fit button next to Columns picks the column count for a roughly square grid.
Parameters
Section titled “Parameters”Pins
Layout
How sprites are arranged on the sheet.
- Grid: uniform cells, every frame the same cell size.
- Tight: packs mixed-size sprites tightly.
Number of columns in the grid (Grid mode only)
Packing
Remove transparent borders from each sprite before packing, to reduce wasted atlas space.
Original dimensions are preserved in the manifest.
Alpha values at or below this are treated as transparent. 0 = fully transparent pixels only.
Duplicate edge pixels outward to prevent texture bleeding in game engines. The sprite's logical size is unchanged
Space between sprites in pixels
Padding around the sheet perimeter
Output
Sheet background
Constraint on the sheet's final dimensions
Maximum sheet width in pixels (Tight only)
Maximum sheet height in pixels (Tight only)
Display
Display colored outlines around each sprite in the preview panel
Usage Tips
Section titled “Usage Tips”- Set Size Constraints to Power of 2 or Multiple of 4 when a game engine or texture compression needs those dimensions.
- Keep Extrude at 1 px or more for sprites that are filtered or mipmapped in an engine, so neighbors do not bleed into each other.
- Turn on Show Outlines to see each sprite’s bounds in the preview while you tune packing.
- The background is transparent by default; a solid color helps when previewing or debugging the layout.
- Wire the Sprite Sheet output into Export Data for the atlas file a game framework loads: Phaser or PixiJS JSON, Starling XML, CSS sprites, a C# table, or Godot regions, with trim offsets and UVs.