Just drag and drop your sprites into the Sprites Panel on the left side to load them into TexturePacker.
Supported image formats are: bmp, gif, ico, jpeg, jpg, mng, pbm, pgm, pkm, png, ppm, psd, pvr, pvr.ccz, pvr.gz, pvrtc, svg, svgz, swf, tga, tif, tiff, webp, xbm, xpm.
You can also drag and drop complete folders of sprites onto the panel. TexturePacker imports all images inside that folder and uses sub-folder names as part of the final sprite name.
Any changes to the folder structure are synced in TexturePacker as soon as you re-enter the application.
Yellow folders are smart folders you've added to the project. They can be removed by pressing the Delete key.
Blue folders are folders inside a smart folder. They can only be removed via Finder/Explorer.
Flash animations appear as folders too.
You can delete sprites from the panel only if you added them as individual sprites.
After you've added sprites to TexturePacker, you can see your sprite sheet inside the Preview Panel with your sprites aligned on the sprite sheet according to the algorithm set under Layout -> Algorithm . Almost all the various TexturePacker options are updated in real-time, so you can immediately see the changes made to your sprite sheet.
With the Zoom Panel at the bottom of the window you can adjust the scaling factor of your Sprite Sheet Preview:
Use the slider to zoom in or out continuously.
+ to zoom in predefined steps.
1:1 sets zoom factor to 100%.
To view your sprite sheet completely inside the TexturePacker window use
With the Display outlines checkbox you can visualize the sprite outlines and triangulation TexturePacker has calculated for your sprites. This makes sense if you've selected Trim mode Polygon outlines .
On the right-hand side of TexturePacker you have numerous options to optimize your sprite sheet. If you open TexturePacker for the first time, you will only see the most important options. View all available options by clicking Advanced settings on the respective Settings Panel.
The settings to optimize your sprite sheet are described in detail in Texture Settings.
The Pivot point (or anchor point) specifies the position inside the sprite that is used as a center for rotation and placement.
The pivot point and 9-patch editor is available from the toolbar: Sprite settings . The editor is only available for game development frameworks that are able to work with the settings. Such as Unity and cocos2d-x.
The editor displays sprites selected in the Sprites panel . You can select multiple sprites in the center view to adjust the pivot points of all of them.
The panel on the right gives you number controls to set the exact pixel coordinates of the pivot point — both in absolute and relative coordinates. You can also set it to predefined positions as center, top left etc. You can also define the default pivot point for new sprites.
The 9-patch editor is also part of the Sprite settings . It's only available for some game development frameworks.
Select the sprites you want to edit and check the Enable 9-patch scaling .
Green bars appear on the sprite. Drag them with the mouse to split the sprite into 3 zones horizontally and vertically. The center zone is the part that scales, the border zones are fixed in their size. You can also use the number controls on the right side to enter exact values for the borders.
Drag both green lines to one border to disable scaling in that direction (3-patch).
The animation preview is a small floating window, activated by pressing the Anim Preview toolbar button.
Select sprites in the Sprites panel to add them to the animation loop.
Use the controls at the bottom of the window to control the playback speed and looping.
You can also set the background color for the animation.
The animation previewer updates in real time. This is very useful if you are adapting pivot points in the Sprite settings.