Texture Packer

Pack loose sprites or folders into atlas sheets with Unity, Phaser, Cocos, CSS, and JSON export presets.

Texture Packer

Pack loose sprites or folders into atlas sheets with Unity, Phaser, Cocos, CSS, and JSON export presets.

Files stay on your device.Multi-atlas exportUp to 4096 × 4096 per atlasCocos, Unity, Phaser, CSS, JSON
Know your workflow

Supported files and how to use.

Check supported input/output details and follow the tool steps before exporting.

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Technical specs and decision signals

Use these specs to validate cost, privacy model, device support, and atlas behavior before exporting production sprite bundles.

Cost

Free browser-based texture packing with no account requirement for standard atlas exports.

Security

Sprites remain on your device during packing, preview, and export with no forced server upload pipeline.

Device

Runs on modern desktop and mobile browsers with local file and folder selection support where available.

Tech specs

Input: PNG/JPG/WebP sprite assets and folders. Output: numbered atlas PNG files plus one Unity, Phaser, Cocos, CSS, or JSON metadata file. Atlas bounds: up to 4096 × 4096 per atlas with multipack support.

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How to use

  1. 1.Add loose sprites or choose a full sprite folder.
  2. 2.Configure exporter, atlas bounds, padding, trim, scale, and multipack settings.
  3. 3.Build the pack preview and inspect sprite placement plus occupancy metrics.
  4. 4.Export numbered atlas PNG files with one metadata file for your selected engine format.
Guide

Learn, decide, and apply.

Understand how to pack sprites into atlas online, why it matters in repeat workflows, and when to use this tool with confidence.

Texture packer for game assets

  • Runs fully in your browser with local export only.
  • Supports engine-focused metadata exporters for Unity, Phaser, and Cocos.
  • Includes atlas preview, occupancy stats, and sprite-level inspection before download.
  • Handles trim, padding, scale, rotation, and transparency controls for production handoffs.
  • Multipack support helps split bigger sprite collections into manageable atlas sets.
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Sprite atlas generator workflow

  • Build game-ready sprite atlases for Unity, Phaser, and Cocos pipelines.
  • Generate CSS spritesheets for web interfaces and icon systems.
  • Trim and optimize sprite sheets before release packaging.
  • Split larger sprite sets into multiple atlases with multipack.
  • Review atlas occupancy and metadata output before handoff.
About

About Texture Packer

Texture Packer OnlineSprite Atlas GeneratorPack Sprites Into Atlas

Pack sprites into atlas online

Texture Packer is built for teams that need atlas output quickly without opening a heavyweight desktop pipeline for every asset pass. Add loose sprites or full folders, choose exporter format, and generate atlas sheets with metadata from one browser workspace.

This is useful when artists, developers, and QA reviewers need the same result format but different control preferences. You can keep the workflow focused on practical decisions like atlas size, trim mode, and path structure instead of spending time on upload queues or tool switching.

How Texture Packer works

Start by adding sprites, then configure atlas width/height, size constraints, padding, trim settings, scale mode, and exporter type. Build a preview to verify occupancy, sprite placement, rotation, and trim before you export.

Once the preview looks correct, export numbered atlas PNG files plus one metadata file for Unity, Phaser, Cocos, CSS, or generic JSON consumers. This keeps handoff packages predictable for engine integration.

Why Texture Packer fits practical workflows

The workflow combines local-browser privacy with engine-ready output structure, which is the main reason it works for repeat production jobs. Files stay on-device, while the preview and control panels make technical decisions visible before export.

Compared with upload-first atlas tools, this approach gives faster feedback for iterative sprite batches and reduces uncertainty during final asset packaging.

What makes Texture Packer useful day to day

If you regularly build sprite sheets for game UI, icon systems, or animation atlases, the biggest value is repeatable control. Multipack, trim, padding, and exporter presets are all in one place, so teams can standardize outputs across projects.

Whether your query is texture packer online, sprite atlas generator, or pack sprites into atlas, the outcome is the same: a direct path from sprite input to downloadable atlas bundles ready for the next production step.

Why choose ToolBuddy over upload-first atlas tools

ToolBuddy focuses on private browser execution and engine-aware export presets so teams can ship atlas bundles without adding a remote upload dependency to everyday asset work.

No upload queue before packing or preview decisions.

Engine-oriented exporters reduce manual metadata cleanup for Unity, Phaser, and Cocos handoffs.

Multipack and atlas preview controls make large sprite-set packaging more predictable.

FAQ

Common questions.

Have more questions? Reach out via our contact page and we will respond within 24 hours.

Are my sprites uploaded to a server?

No. Texture packing, preview, and export run locally in your browser.

Which exporters are supported?

Unity-oriented JSON, Phaser atlas JSON, Cocos atlas JSON, CSS spritesheet, and generic atlas JSON are supported.

Can I pack nested folders and preserve structure?

Yes. You can keep nested sprite paths in atlas metadata and optionally prepend folder names.

Does Texture Packer support multiple atlases?

Yes. Enable multipack to split large sprite sets across numbered atlas PNG files.

What atlas limits are available?

Atlas size is configurable up to 4096 × 4096 per atlas with fixed width/height or auto sizing.

Can I review sprite placement before export?

Yes. Build a preview to inspect atlas occupancy, sprite placement, trimming state, and rotation before exporting.