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Texturepacker import sprite sheet
Texturepacker import sprite sheet












texturepacker import sprite sheet

You can tell which images are aliases by the small stack icon in the upper left corner of the images. To save memory and CPU, TexturePacker automatically makes a note of the duplicate images and only adds one from each set of duplicate images to the sprite sheet. These images are called aliases in TexturePacker. This is because 4 of the images from the animation are duplicates but in reverse order. However, we only see 7 of the 10 images displayed. As you can see, in the right panel, we have the individual PNGs listed and in the center panel, we can see the imported images.

#Texturepacker import sprite sheet update

One nice thing about TexturePacker is that once you import via the Add Folder option, TP will automatically update the sprites to reflect any new images you might add to that folder.īy default, the Data Format is set to Cocos2D but can also be set to most of the popular game development frameworks. Browse to the folder containing the PNG sequence. Open TexturePacker and click on the Add Folder icon at the top of the workspace. Let's import our PNG sequence into TexturePacker. TexturePacker will take care of that for us also. But you might be asking yourself about the solid black background added to the PNGs when exported from Photoshop. Now that we have exported our Photoshop R animation as a PNG sequence, we are ready to import the PNGs into TexturePacker to create a sprite sheet and property list.














Texturepacker import sprite sheet