---
title: "TexturePacker - Create Sprite Sheets for your game!"
description: "TexturePacker creates and optimizes sprite sheets for your game engine"
canonical: "https://www.codeandweb.com/texturepacker"
source: "html"
---

# TexturePacker - Create Sprite Sheets for your game!

Sprite sheet packer

# TexturePacker

Create sprite sheets and optimize your game graphics.

Works with any game engine, including:

[Download TexturePacker 8.3.0](https://www.codeandweb.com/texturepacker/download/8.3.0/win)

for Windows

[Also available for macOS and Linux](https://www.codeandweb.com/texturepacker/download.md)

## Pack your sprite sheets in seconds

Use TexturePacker to create sprite sheets from your images. Fast. Optimized. Easy to use.

### Efficient packing algorithms

**Grid**

Use this algorithm if your game engine doesn't support sheet data files. All sprites are packed in an equal spaced grid.

**Basic**

The basic algorithm fills the sprite sheet from top to bottom, different sprite sizes are supported. It's the fastest algorithm but usually requires more space.

**MaxRects**

This algorithm minimizes the sprite sheet size by placing sprites in gaps between other sprites. Your game engine must be able to import packing information files — which most game engines do.

**Polygon**

The polygon algorithm removes transparent parts of the sprites to pack them even tighter. This requires a game engine that supports polygon sprites. E.g. Unity or cocos2d-x.

![Polygon packed sprites on a sprite sheet](https://www.codeandweb.com/static/6e83a0415df1372b64e7b30d36b63450/5e92a/kenney-sheet.png)

Sprite sheet packed with TexturePacker's polygon algorithm.

### Trimming and identical sprite detection

**Trimming / Crop**

Trimming removes transparent areas around a sprite which allows tighter placement of the sprites. This decreases the memory usage and at the same time increases the performance of your game. A data file contains the information about the trimmed areas — this is why the sprites still behave in the same way as the original sprites in your game engine.

**Alias detection**

Sometimes it's necessary to use the same sprite multiple times, e.g. in an animation. TexturePacker detects these identical sprites and only adds them to the sprite sheet once. The animation still plays as expected because the animation frames reference the identical sprites.

![Trimming transparency from animation frames to save memory](https://www.codeandweb.com/static/c3403a3824655c8f6bd62cdafcec9487/2bc71/trimming%402x.png)

Trimmed vs untrimmed sprite sheet:  
Save memory and increase performance by removing transparency.

### Pack multiple sprite sheets

**Multipack**

Use multipack to pack all your sprites at once. TexturePacker creates the least amount of sprite sheets that can hold all your sprites.

**Filters**

Use filters to control which sprite is placed on a specific sprite sheet. E.g. put all background on one sheet or sprite sheet variants based on pre-scaled sprites.

![Polygon packed sprites on a sprite sheet](https://www.codeandweb.com/static/17bc14ff4397c1a201ce2250c9b86516/2bc71/multipack%402x.png)

Pack all sprites at once:  
TexturePacker minimizes the number of sprite sheets used.

### Easy to use

**Drag & drop user interface**

To create a sprite sheet simply drag the folder containing the sprites onto TexturePacker. That's it.

**Smart-folders**

TexturePacker detects changes in your sprite folders: Newly added, renamed or deleted sprites automatically trigger a re-packing of the sprite sheet.

![Smart folders: Watch for changes and re-build sprite sheets automatically](https://www.codeandweb.com/static/191c0735d3abe1994d9f99768fed6920/87706/smartfolder%402x.png)

Drag & drop your sprite folders onto TexturePacker. TexturePacker detects all changes to that folder and updates the sprite sheets.

## Some of our happy customers

![TexturePacker customers](https://www.codeandweb.com/static/3da95a86fae6260346333939404af050/67822/customers.png)

## Optimize graphics for your game

TexturePacker can not only provide graphics at the right resolution, it can also reduce the memory usage of your graphics.

### Support multiple screen resolutions

**Automatically downscale sprites for all devices**

*   Create high-resolution images only
*   TexturePacker scales images
*   Publish for all devices with a single click
*   Automatically downscale sprites for all devices

**Prescaled images**

*   reduce runtime memory consumption
*   increase the frame rate (fps)
*   reduce download size and time  
    (when only loading the device-specific variant)

![Polygon packed sprites on a sprite sheet](https://www.codeandweb.com/static/dbfac1f1bc1cc04b477676e272551a2e/2bc71/devices-capguy%402x.png)

The same game scene optimized for multiple devices and resolutions.

### Optimize your png sprite sheets

Use png compressed textures to reduce the **download size** of your game.

**PngQuant**

Use the included pngquant algorithm to create high quality, lossy compressed png files to reduce the size of your sprite sheets.

**Zopfli compression**

TexturePacker includes Google's favorite Zopfli compression algorithm to reduce the size of the compressed PNG file even further.

![Compressing PNG files with PngQuant + Zopfli](https://www.codeandweb.com/static/f4a3842cc89a3c1f0f581c8b71292fb1/87706/pngquant%402x.png)

TexturePacker's PNG optimization algorithm delivers the smallest file sizes.

### Hardware compression

Use hardware compressed textures to reduce the **runtime memory usage** of your game.

**Use hardware compressed textures**

TexturePacker supports the following hardware texture codecs: ETC1, ETC2, PVRTC1, PVRTC2, DXT1, DXT5, ASTC, Basis Universal (with ETC1S and UASTC)

**Hardware optimized formats**

Hardware compression is available in the following image output formats: PKM, DDS, PVR, KTX, ATF, ASTC, BASIS, KTX2

**Pixel formats**

TexturePacker also supports non-compressed standard formats such as RGBA8888, RGB888, RGB565, RGBA4444 and more.

![Hardware compression such as ETC1, ETC2, PVRTC, DXT and ASTC reduce the runtime memory usage of your game.](https://www.codeandweb.com/static/c718a856ab091b2c1ef3c14c4568449a/87706/hardware-compression%402x.png)

Hardware compression such as ETC1, ETC2, PVRTC, DXT and ASTC reduce the runtime memory usage of your game.

Start optimizing your sprite sheets!

Try TexturePacker.

[Download](https://www.codeandweb.com/texturepacker/download.md)

## TexturePacker for artists

### No more artifacts!

TexturePacker optimizes your sprite sheets in a way that reduces artifacts on your sprites. Say good bye to

*   flickering lines between tiled sprites
*   jagged sprite edges
*   colored halos around your sprites
*   strange color on sprite borders

![Sprite rendering artifacts: Flickering lines, shadows, wrong colors on sprite borders.](https://www.codeandweb.com/static/a39d83b241a2279eea4a215539511ac0/87706/artifacts%402x.png)

Sprite rendering artifacts: Flickering lines, shadows, wrong colors on sprite borders.

### 9-scale sprites and Pivot Points

**9-patch / 9-scale Editor**

9-patch sprites scale the borders and content separately. They are perfect for UI elements with variable content size such as dialog boxes, buttons, and input fields. Configure your 9-patch slices in the 9-patch editor.

**Pivot point Editor**

Set your sprite's pivot points in TexturePacker's visual editor. Align animation frames while watching the result in the animation previewer.

![9-patch/9-scale and pivot point editor in TexturePacker](https://www.codeandweb.com/static/caf3d207ef0cc0623bbfde2c7ae81e8f/87706/9-patch%402x.png)

Left: 9-patch button for your game.  
Right: Pivot point editor.

### Animation preview

Preview your sprite animation directly in TexturePacker

Bonus: The animation preview runs while you edit the pivot points. So you can see the results of your adjustments in real-time.

![Preview sprite animations while editing your pivot points.](https://www.codeandweb.com/static/92b99b674e2f9c11559892e9cf1bd610/87706/animation-preview%402x.png)

Preview sprite animations while editing your pivot points.

### Sprite sheet splitter

You already have a sprite sheet that you want to re-pack with TexturePacker? Use the included sprite sheet splitter to extract sprites from an existing sheet.

![Split sprite sheets for re-packing using TexturePacker.](https://www.codeandweb.com/static/f6e3f9a0b975a944179edecb46b064de/87706/splitter%402x.png)

Split sprite sheets for re-packing.

TexturePacker

> “TexturePacker is hands down the best sprite sheet generation tool on the market. It has more features than any of the competition and is ready for production-level games - highly recommended!”
> 
> ![Ray Wenderlich](https://www.codeandweb.com/static/35f1103d52f99445a40bb3d050cc5335/97a19/ray-wenderlich.jpg)
> 
> Ray Wenderlich
> 
> Creator of high-quality programming tutorials

![Some games creates with TexturePacker](https://www.codeandweb.com/static/b6e465ab4311f4596f38cd2099f25f41/a975c/some-games.png)

Trusted by thousands of game developers since 2010.

## Works with your game engine

TexturePacker supports 48+ game engine out of the box.  
Many more are supported using the generic JSON and XML data formats.

*   2D Toolkit
*   Amethyst
*   AppGameKit
*   BatteryTech SDK
*   BHive
*   Blacksmith 2D
*   CAAT
*   CEGUI / OGRE
*   Solar2D / Corona SDK
*   Cocos2d-x
*   CSS
*   EaselJS / CreateJS
*   Egret Engine
*   Gideros
*   Godot
*   Kivy
*   Kwik
*   LayaAir
*   LibGDX
*   Mapbox
*   MelonJS
*   Moai
*   Molecule
*   MonoGame
*   MonoGame.Extended
*   Noesis GUI
*   Orx
*   Panda 2
*   Phaser
*   PixiJS
*   PopcornFX
*   Slick2D
*   Spark AR Studio
*   Sparrow
*   Starling
*   Spine
*   SpriteKit
*   Spriter
*   SpriteStudio
*   UIKit
*   Unity
*   Unreal Engine
*   x2d Engine

Your favorite engine is not here? No problem.  
Tell us about it! We are happy to add new engines to our list.

You can also create your custom data format to support your in-house game engine.

TexturePacker

> “Integrating the excellent TexturePacker into my build pipeline has saved me countless hours! Not sure how I lived without it.”
> 
> ![Ron Gilbert](https://www.codeandweb.com/static/c68c12dd97dff35f930ac8e39bebbc49/47930/ron-gilbert.jpg)
> 
> Ron Gilbert (@grumpygamer)
> 
> Creator of MonkeyIsland, Thimbleweed Park

## Your workflow

TexturePacker adapts to your workflow. What do you prefer?  
Graphical user interface? Batch scripts? Full automation with CI?

**Graphical user interface**

Use the graphical user interface to set up the sprite sheets. The user interface shows you all changes while you tweak the settings. Save the project file or use it as a template from command line.

**Command line**

Integrate TexturePacker in your build process. Use the powerful commandline interface to build your sprite sheets. Or use the command line to update sprite sheets configured in the UI.

**Docker & CI**

Use the CI / Docker license to integrate TexturePacker in your continuous integration build. Works on both: On-premise and cloud build systems.

TexturePacker

> “Great spritesheet creation editor. Its command line version is also great for batch processing and integration with Xcode.”
> 
> ![Ricardo Quesada](https://www.codeandweb.com/static/7238d6f41b6068ee712ac8ce765ff4b5/87351/ricardo-quesada.png)
> 
> Ricardo Quesada
> 
> The inventor of Cocos2d & Cocos2D-X

Ready to dive in?

Try TexturePacker today.

[Download](https://www.codeandweb.com/texturepacker/download.md)
