PNG / JPG / WebP Frame Packer No Uploads JSON Atlas

Image to Sprite Sheet Generator

Pack multiple PNG, JPG, or WebP frames into a single sprite sheet atlas. Drag your frames in, choose a layout, preview the animation, and export a game-ready PNG + JSON metadata file — all in the browser.

See How It Works GIF to Sprite Sheet

What This Tool Does

The Image to Sprite Sheet tool takes individual image files and arranges them into a single texture atlas — the standard format for sprite animation in game engines. This is the core Sprite Sheet Generator for walk cycles, attack animations, particle effects, and UI icon sheets.

What It Does NOT Do

Who Uses This Sprite Sheet Maker

Layout Options

How frames are arranged in the final sprite sheet atlas.

GridEven rows & columns
HorizontalStrip left to right
VerticalStrip top to bottom
PackedMaxRects optimal fit

Settings

Columns 0 = auto
Padding 0 px
Extrude 0 px
Align Middle / Center
Trim transparent on
Uniform cell size off
Power of two off

How to Use Image to Sprite Sheet

1

Drop Your Frames

Drag PNG, JPG, or WebP files into the browser. They'll be sorted by filename automatically.

2

Configure Layout

Pick Grid/Horizontal/Vertical/Packed. Set columns, padding, trim, and extrude to taste.

3

Preview Animation

Play the loop at your target FPS to verify the animation looks right before exporting.

4

Export Atlas

Download PNG sprite sheet + TexturePacker JSON, or get everything in a ZIP file.

FAQ

Image to Sprite Sheet — FAQ

Unity doesn't natively read TexturePacker JSON. Instead, import the PNG, set it to Sprite mode, then use the Sprite Editor's Grid By Cell Size option. Enter your cell dimensions and Unity will slice the atlas automatically. Use the Uniform Cell Size option in this tool if you want consistent cell sizes.
Grid forces all cells to the same size, arranged in even rows and columns — ideal for Unity's Sprite Editor and any engine that needs predictable cell positions. Packed (MaxRects) places frames of different sizes into the smallest possible rectangle by filling gaps. Packed atlases are more efficient but won't work with engines that expect uniform grid slicing.
Yes, for production games. Power-of-two dimensions (256, 512, 1024, 2048) are more efficient on GPUs. Most modern engines handle non-power-of-two textures fine, but older mobile GPUs and some console hardware benefit from POT textures. Enable this option if you're targeting a broad range of devices.
Yes. You can keep dropping more image files after the initial pack. The atlas will re-layout automatically to include the new frames.
Created by MiniMax Agent
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