
You can also optimize your sprite sheets for size - e.g. (Requires you to name the sprites with a number at the end - e.g. Why that? Because it gives you errors at compile-time when a sprites is missing - or you have a typo somewhere - instead of crashing at runtime.Īnimations are also automatically grouped and create own definitions for easier management. This allows you to reference the sprites by const string variables.
Texturepacker tutorial full#
There are two different versions of TexturePacker The stand alone TexturePacker, and the TexturePacker Unity Extension.Both have a limited function free version in addition to the full version.
Texturepacker tutorial how to#
Packing is only 30% of what it does for you. This is a tutorial on how to use the TexturePacker extension for Unity. This library includes a loader and sprite renderer to load animations and sprites from a sprite sheet created with TexturePacker. use Texture Packer in cocos2d game development in the form of a tutorial. The main advantage form TexturePacker over other sprite sheet packers is that it’s optimized for sprite quality. The translated manuscripts of all the tutorials provided in this blog are from. There’s a complete tutorial about MonoGame + TexturePacker here: This solution ended up being pretty much exactly what I wanted, and super easy to implement. Throw new Exception("value doesn't exist") Internal Rectangle? SourceRectangle(string spriteName)īool hasValue = index.TryGetValue(spriteName, out r)

Public void LoadContent(ContentManager content) Here is my SpriteSheet class, which loads the spriteSheet Texture2D and has a Dictionary for looking up sprites by name. I have had trouble when accessing assets with file extensions in the content pipeline, so I saved out the PNG and the XML from the SpriteSheetPacker file as extension-less files named ‘sprite’ and ‘spriteIndex’, respectively.Īs an aside, I ending up writing a batch script to make copies of all of my assets with no file extension (I have a lot of XML files for level data).

I had to make a few configuration changes to the project to get it working, which I updated here: Preparation You know what they say: preparation is 50 of the work, so before starting let’s get all our tools ready.

This tutorial also explains how to create an animation and how optimize your spritesheet. Introduction In this tutorial you are going to learn how to create a spritesheet in Texture Packer and use it to. Learn how to create sprite sheets for Phaser 3 with TexturePacker. I ended up using Nick Gravelyn’s SpriteSheetPacker. Tutorial: Using TexturePacker with Starling 1.
