TexturePacker Features

TexturePacker: 20 seconds to your optimized spritesheet
TexturePacker: Export for all devices with a single click
TexturePacker: Too many sprites? Use multipack!
TexturePacker: Reduce memory, not quality
TexturePacker: Full automation with command line client
TexturePacker: Protect your assets from being stolen
TexturePacker: Exports for many gaming frameworks

Support multiple screen resolutions with one click

TexturePacker: automated scaling for all devices

Automatically downscale sprites for all devices

  • Create high-resolution images only
  • TexturePacker scales images
  • Publish for all devices with a single click

Prescaled images

  • reduce runtime memory consumption
  • increase the frame rate

Read more about the Scaling variants feature in our online documentation

Be smart - Let TexturePacker collect the sprites

TexturePacker allows you to add complete asset folders.

Automatically add all images:
Drag and drop your complete asset folder into the Sprites Panel.
Organize your sprites:
Sort your sprites in folders, TexturePacker inherits your folder structure.
Group animations and associated sprites:
Flash animations appear as folders.
Preserve the folder structure as part of the sprite names:
TexturePacker uses sub-folder names as part of the final sprite name.

TexturePacker tracks changes in your asset folder and, if necessary, automatically re-builds the sprite sheets.

Pack multiple sprite sheets at once

TexturePacker can

Distribute sprites across multiple sheets:
TexturePacker creates multiple image and data files if not all sprites could be packed into a single texture.
Sort sprites to multiple texture atlases:
Have different sprite sheets for different categories, e.g. background, characters, impact objects and so on.

Read more on Sprite filters in this blog post

TexturePacker: Multipack Spritefilter feature

Reduce memory consumption, not image quality

TexturePacker allows you to

Use more animations and sprites:
Make your animation run smoother.
Save memory:
Compress your sprite sheet and drastically reduce memory usage.
Increase framerate:
Compute frames faster and ...
Make your game start faster:
For maximum performance directly export to your target system's image formats like for example PVR.
Preserve visual quality:
The effect of compression or dithering is nearly invisible on high-resolution devices or moving objects.

See the change yourself:

TexturePacker: Reduce image size and keep quality

Original, 32 bits/pixel

Dithering, 16 bits/pixel

Compression, 4 bits/pixel

TexturePacker for Designers

You don't have to be a developer to use TexturePacker. It's easy right from the start.

Common questions from artists are:

Do all sprites fit into a single atlas?

Simply add your sprite folders and see if they all fit. TexturePacker shows you the sprite atlas in real time.
Do you need to drop some frames?
Or is there enough space left to make the animation even smoother?

Tired of exporting .png files?

No need to use Save for web and devices anymore.

TexturePacker can directly import the following file formats:

  • PSD - Photoshop image
  • SWF - Flash animations - including frame labels
  • PNG - Portable network graphics
  • TGA - Targa Image File
  • JPG - Joint Photographic Experts Group
  • TIFF - Tagged image file format
  • BMP - Bitmap

Full automation with command line client

With the powerful command line interface you can simply update all sprite sheets at once.

Add TexturePacker's command line tool to your build process, no matter which development environment you are using.

5-minute setup:
Install command line client and integrate TexturePacker into your build easily
Saves hours of clicking:
Edit your .tps in GUI or command line and use it over and over again.
Automated updates of the sprite sheet:
TexturePacker updates your sprite sheets during compile time, no manual Publish needed.
Building sheets only when things change:
TexturePacker detects changes and only updates your sprite sheets when needed.

Read this tutorial for integration with Xcode: Xcode integration tutorial.

Content Protection for Cocos2D

This feature helps you to protect your intellectual property and prevent theft. It's called ContentProtection and simply encrypts your images.

Your app will still be able to decrypt the data, but anybody else is going to have a hard time.

Designing the encryption, I had the following goals in mind:

Ease of use:
Enter the encryption key in TexturePacker and copy 2 files into your Cocos2D folder, add 4 lines of code - that's all.
Memory consumption:
The runtime requires 4kB while decrypting the spritesheets. The file sizes stay the same.
The decryption uses nearly no time at all since only parts of the spritesheet are encrypted.
It makes the data difficult to decrypt.

All of this works! Encrypting your assets and protecting them is a piece of cake - it comes at nearly no effort - and does not have any impact on your game. Read more about TexturePacker Content Protection.

Works With Any Game Engine

TexturePacker supports many game engines out of the box:

For a complete list visit our tutorial collection.

You need something special or your favorite framework is not supported?
Learn how to create your own customized export format! The template-based exporter allows you to enhance TexturePacker to match nearly any output.

Image formats for read and write


You can import the following file formats directly into TexturePacker:

  • PSD - Photoshop image
  • SWF - Flash animations - including frame labels
  • PNG - Portable network graphics
  • TGA - Targa Image File
  • JPG - Joint Photographic Experts Group
  • TIFF - Tagged image file format
  • BMP - Bitmap


For export, the following image formats can be used:

  • PNG - Portable Network Graphics
  • PVR - PowerVR - iPhone image format (gzip or zlib compressed)
  • JPG - Joint Photographic Experts Group
  • BMP - Bitmap
  • TGA - Targa Image File
  • TIFF - Tagged image file format
  • PKM - PKM with ETC1
  • PPM - Netbpm (ASCII or binary)
  • WebP - Google image format
  • ATF - Adobe Texture Format

Trimming / Cropping Save space by removing transparency

TexturePacker Trim Crop: remove transparency and minimize texture size

Trimming removes transparent pixels from the border of your sprites. This has two advantages:

  • Reduces texture size
  • Faster rendering

Trimming preserves the sprite's size - the framework needs special support to restore the transparent parts when rendering the sprite.

Cropping, in contrast, deletes the transparent parts - making the sprite appear as if it never had any transparent border.

Saving more space

Alias creation

If two images are identical after trimming, only one image is placed in the sprite sheet. The duplicates will just be added to the description file, allowing you to access it with both names.

TexturePacker: Auto alias - detect duplicates

This is perfect when using animations: You simply don't have to care about equal phases.

Heuristic mask

Creates transparency in images which come with a single key color. It samples the corner pixels of a sprite, identifies the background color and cuts sprites from the monochrome background.

TexturePacker: Heuristic Mask creates transparency

Layout algorithms and packing features

TexturePacker has 2 layout algorithms:


  • Best for tilemaps and simple animations
  • Sprites are placed in a row until the row is full
  • Sort the sprites by name, width, height, or area

This algorithm is FREE and can be used for all projects.


  • Best-known algorithm for packing textures
  • Is fast and has a high packing ratio
  • Enable rotation and trimming for best results (depending on your target framework)

This algorithm is available in TexturePackerPro.