Create spritesheets for Cocos2D

Full control over your sprite sheets with TexturePacker

Content Protection

There's a new feature in TexturePacker which helps you to protect your intellectual property and prevent theft. It's called Content Protection and simply encrypts your images.

Your Cocos2D-Application will still be able to decrypt the data, but somebody else is going to have a hard time getting it done.

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.

Image formats for read and write


You can directly import various file formats 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

Works With Any Game Engine

TexturePacker supports Cocos2D and many other game engines right out of the box:

  • Cocos2D - SpriteBuilder
  • Cocos2D-X - Cross-platform open source 2D game engine
  • Unity - Game Engine
  • SpriteKit - Apple's 2d game engine
  • Corona(TM) SDK - Cross-platform mobile app development for iOS, Android
  • Gideros Mobile - Cross-platform technology to create amazing games
  • Sparrow - Open-source game engine for iOS
  • Starling - Cross-platform game engine
  • LibGDX - Java (cross-platform, open-source)
  • Ogre with CEGUI - 3D gaming framework and GUI
  • CSS sprites
  • JSON / HTML5

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


Instead of adding and removing individual sprites TexturePacker allows you to simply add a complete asset folder. Every image that is found inside it will be added to the sprite sheet.

TexturePacker preserves your folder structure in the sprite names inside the data file allowing you to easily group your sprites.

TexturePacker detects all changes and automatically reads the new sprite data when re-entering the application or publishing from command line.

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

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 removes the transparent parts - making the sprite appear as if it never had any transparent border.

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.

Create heuristic mask

Create heuristic mask creates transparency from images which come with a single key color.

TexturePacker: Heuristic Mask creates transparency

Automatically downscale sprites for all devices

TexturePacker: automated scaling for all devices

Focus on high resolution sprites only while creating your app for devices with multiple resolutions. TexturePacker does all the scaling for you. No need to use an external tool to resize the images.

Using pre-scaled sprites keeps the frame rate high and reduces runtime memory consumption.

  • Reduce memory consumption
  • Increase performance
  • No additional work required

Layout algorithms and packing features

TexturePacker has 2 layout algorithms:


This layout algorithm is best for tilemaps and simple animations without the need of additional data file. Sprites are simply placed in a row until the row is full. Then the next row starts. You may sort the sprites by name, width, height or area. This algorithm is FREE and can be used for all projects.


MaxRects is the best known algorithm for packing textures. It is fast and has a high packing ratio. Enabling rotation and trimming gets the best results (depending on your target framework). This algorithm is available in TexturePackerPro/CLI.