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Are you having problems with TexturePacker? Don't worry - I am here to help. If you can't find the answer in the FAQs, you can contact me at the bottom of the page. You may also check the changelog for new features and bugfixes.


I've lost my license key!
The download link in the purchase email does not work anymore.
Please visit the Lost License Form and enter the email address that you used to purchase TexturePacker. A new license key will be sent to you immediately.
On how many computers can I use TexturePacker?
You can use TexturePacker on up to 2 computers as long as you are the only person using it.
Can I use my license on Mac and Windows?
The licenses work on both systems. You can use it on Windows and Mac as long as you are the only person using it and you don't install it on more than 2 computers.
Do you have discounts if I ... ?
I set TexturePacker to a low price to give independent developers a chance to buy a license. The drawback for this is that I can't give big discounts. Sorry.
I do, however, offer a 20% discount to schools, colleges, and universities.
I've bought TexturePacker and missed the bundle, can I get PhysicsEditor at a reduced price?
I can give you a discount code which will give you nearly the same price as in the bundle. Please contact me at support at codeandweb.com.
I did not receive a license key.
There are some possible reasons for this:
  • Your spam filter caught the license emails (please check your spam folder).
  • A typo in your email address was entered during purchase. In this case you won't have any emails from me or fastspring. Please contact orders@fastspring.com and supply all data that might help them find your account.
How can I transfer a license to another computer?
Simply use Deactivate license on the one computer and activate the license on the new system.
In case you can't deactivate the license anymore request a license reset by filling out this form: Reset activation form.
Can I use TexturePacker for commercial products?
Sure. You can use all data that you've created with TexturePacker in commercial and other products. No additional fees apply. But you must not ship a TexturePacker license as part of your product without my permission.
How will the licensing change from 2.x.x to 3.x.x?
With 2.x.x you got all updates within the major release for free. With 3.x.x and the future versions you will get all updates within one year after purchase for free. After that you can use the latest version that was released during your upgrade period.
Why did you change the licensing scheme from 2.x.x to 3.x.x?

I constantly work on my tools and add new features. This requires a lot of time and effort on my part.

The usual way most software developers use - is creating major releases and charging some fee for this update. But this comes with a big drawback: It requires holding back new features to justify a major release. That's a disadvantage for all users.

The advantage of the 1-year upgrade period is that you get new features as soon as they are available - whether it's a major release or not.

Where can I get an invoice for my purchase?
A link to your invoice should be contained in one of the emails you get from fastspring. The invoice is also available from this link:
Is there a trial version?
Yes, there is a 7-day trial mode with unrestricted features.
After that period TexturePacker goes into "Essential" mode. It is restricted to basic features. If you use "Pro" features it randomly turns two of the sprites in your sheet red.
Why are some (or all) of the sprites in my texture atlas red?
Some sprites are red because TexturePacker is in "Essential" mode and you're using a feature of the "Pro" version of TexturePacker. During publishing you will get a list which contains all the features you've used that triggered the red sprites.
Can I get a multi-user license?
What about business/volume licenses?
Simply enter the amount you need during the purchase process. The license will have the name of the person who bought the license.
You can use the license for the matching amount of users.
Where is the license agreement (EULA)?
The license agreement is accessible via the menu in TexturePacker or online here. Additionally you can find it inside TexturePacker's program folder (Windows) or inside TexturePacker's .dmg file (Mac)
I want ... changed/added/removed from the license agreement (EULA).
I can give you a custom license agreement (depending on your needs). Since you have to agree to the license agreement during installation/first start of TexturePacker, I need to give you a custom build including your license agreement. That means that I have to do a custom build for you with each update of TexturePacker, including testing, version control, packaging...
This complete procedure takes about 1 hour per release for which I would charge my usual fee.
You must agree to the license agreement ...
You must agree to the license agreement before using TexturePacker.
Please run the graphical user interface and accept the license terms.
This is usually because you are trying to run TexturePacker from command line using sudo or some other way to change the user account.
sudo TexturePacker --gui
and agree to the license agreement. This should fix the issue. It is however recommended not to run scripts with sudo.
My license is not detected when using command line.
TexturePacker installs the license key as part of the user profile. If you run TexturePacker from command line make sure it runs under the same user. Otherwise it will not find the license key.

Free versions

How can get a free version of TexturePacker?
I give free licenses to bloggers and developers of gaming frameworks.
What are the requirements for bloggers to get a free license?
You must have a game/development/art related blog with at least 5 recent posts.
Where can I get the free license?
Just fill out the Request Free License form. I'll have a look at your blog and if it fits the requirements you'll receive an email with the license keys.


Can you support framework ... ?
Sure. But you can already do quite a bit yourself. TexturePacker 3.0.0 contains a template-based exporter which you can adjust to your needs.
If you've created an exporter which would be interesting to the public, you can send it to me so I can add it to the official supported frameworks.
See next question for more details.
I need a slight change in the output format.
Since version 3.0.0 the exporters are template based. You should be able to do the adjustments to the exporter yourself.
See Using JavaScript to enhance your TexturePacker output format. A better description of the formats and features will be available with the 3.x.x documentation.
In the exporter folder (inside TexturePacker's program folder) is a plain text exporter which you can use as a base for your adjustments.
Some of the "old" exporters are still code modules inside TexturePacker. Only the new exporters are template based.
How does TexturePacker work with PhysicsEditor?
  • Import your sprites into TexturePacker and create the sprite sheets as needed
  • Import the sprites for which you need physics to PhysicsEditor and create the shapes.
There are also some tutorials: More tutorials can be found in the tutorials section.
Content Protection - What about Apple's requirements for encryption?
I am no lawyer & this is no legal statement! My understanding of Apple's iTunes Connect Guide and the Bureau of Industry and Security is that you don't need to get the ERN approval for your app/game if you use TexturePacker's Content Protection. The encryption is used to protect your intellectual property only and is not accessible to the user - excluding it from the regulations.
See the Bureau of Industry and Securitys Encryption FAQ - Question 15 (What is Note 4?)
Can you support flash (SWF) frame labels?
Support for frame labels was added to the new Flash Unpacker with the 3.1.0 release.
Packing of multiple textures at once
This feature was added to TexturePacker 3.1.0 release.


The flash importer (SWF) does not work on Windows/MacOS (for older versions than 3.1.0).
Update to the latest version of TexturePacker and use the Flash Unpacker. If you really want to use old versions, please check these blog posts for more details on how to enable the flash importer on
Windows: Fixing TexturePacker’s problems with Flash import on Windows
MacOS: Fixing TexturePacker’s problems with Flash import on MacOS.
The flash importer (SWF) only imports the first image.
To import frames from a flash movie the complete animation must be on the main timeline and must not use ActionScript and other features.
Wildcards (*.png) do not work on Windows.
Wildcards are not yet supported on Windows. You can, however, specify a complete list of image files or a directory containing images.
TexturePacker crashes immediately after launch (MacOS).
If you open the CrashLog you see something like:
Dyld Error Message:
    Symbol not found: _EVP_idea_cbc
    Referenced from: /usr/local/lib/libssl.0.9.8.dylib
    Expected in: /usr/lib/libcrypto.0.9.8.dylib
The reason for this is that you have MacPorts or Fink installed. Some packets of it install their own libssl which does not have all the symbols that the original Apple version has.
Ways to fix this (choose one):
  • Remove the version of the libssl in /usr/local/lib and add a symlink to the standard location /usr/lib:
    cd /usr/local/lib
    sudo rm libssl*
    sudo ln -s /usr/lib/libssl.dylib libssl.dylib
    sudo ln -s /usr/lib/libssl.0.9.8.dylib libssl.0.9.8.dylib
  • or: Re-order the library/executable search paths.
  • or: Remove MacPorts' folder from your path when using TexturePacker.
Command line client (TexturePacker) not found
On MacOS please use the menu item "Install Command Line Tool" - this will prompt you for admin access to place a link to the executable.
You can, however, add this link from command line yourself:
sudo ln -s /Applications/TexturePacker.app/Contents/MacOS/TexturePacker /usr/local/bin/TexturePacker
TexturePacker 3.0.0-3.0.7 fills the "New" context menu (Windows)
Sorry for that. The bug is already fixed in 3.0.8. Please download and execute the tp-remove-entries-from-context-menu.reg to remove the entries from the menu.
TexturePacker GUI doesn't start under Mac OS X 10.9 Mavericks!
TexturePacker 3.2.0 fixes this issue. Please update.

Using TexturePacker 3.x.x

New AutoSD behaves strangely - how can I use it?

Assuming that your sprites are for a Retina display iPad, name the data and texture files sheet{v}.plist and sheet{v}.png.

Open the AutoSD dialog and enter the following values. Press + to add more variants.

Scale Variant name {v}
1.0 -ipadhd
0.5 -hd
0.25 empty

After publishing you should see the following files:

  • sheet-ipadhd.png
  • sheet-ipadhd.plist
  • sheet-hd.png
  • sheet-hd.plist
  • sheet.png
  • sheet.plist
How do I use AutoSD with Cocos2d-X?
Just like in the example above, set the Variant name {v} with Scale 1.0 to the part of the path for the highest resolution sprite sheet - e.g. /ipad/ and the Variant name {v} with the lower resolution variant to /iphone/.
How do I group images in TexturePacker?
If you need some order in the layout please use Basic layout algorithm. You can sort by name, width, height and others.
Why is my sprite not displayed correctly in Unity/Orthello?
Because Unity3D has a max import setting defaulting to 1024px, the way to solve this is to
- make sure that unity really loads the entire texture without resizing by setting the max import size so that it covers the original texture's dimensions
- set the Orthello spriteContainer.sheetSize to the original dimensions so that orthello knows how to calculate the right uv coordinates.
Why is my sprite not displayed correctly in Cocos2D when using large 4096x4096 sprite sheets?
If some sprites are missing the outline on one side i.e. the sprite frame is shifted +/- 1 pixel, use 'highp' (high precision) for v_texCoord both in vertex and fragment shaders. (The built in shaders in Cocos2D are using 'medium' precision for v_texCoord by default.)
Is it possible to include multiple files with the same name (from different paths) in a single spritesheet?
You can use the smart folders feature to add these files to your spritesheet. Create a folder structure like this

If you now add assets folder to TexturePacker it adds

  • push/left.png
  • push/right.png
  • walk/left.png
  • walk/right.png
to your Data file as the folder names become part of the sprite's name.


Where is the documentation?
The Online Documentation is here on the website and is also linked from TexturePacker's "Help" menu.
Feature ... is missing in the documentation.
Sorry about that. I'll update the documentation at regular intervals. For a complete set of command line options use:
TexturePacker --help

Advertising, Affiliates, etc.

I would like to become an affiliate!
Nice. Please contact me about the conditions by email. You also need to sign up as a FastSpring Payee.
Do you do link exchange?
No. But if you have a page that has some value to the users of my tools (e.g. tutorials, podcasts, screen casts...) I might add a link to the tutorials section.

... still need help?

Important! Please read through the FAQs before contacting support!

Still need help with TexturePacker? Fill out this form and I will get back to you as soon as I can. Due to the amount of emails I receive, it could take up some time for a response.

If your bug is simple and without further questions from my side, it'll be fixed in one of the next releases. In this case I usually do not write a reply mail. Check the release notes of the next release to see if your bug is fixed.

This form is for TexturePacker support issues only.

Have a request or suggestion for TexturePacker? Just fill out this form. Due to the amount of emails I receive, I don’t reply to requests or suggestions (unless I have further questions). However, I read them all and good ideas might be implemented in one of the next versions ;-)

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