TexturePacker GUI Documentation

TexturePacker Documentation: A Spritesheet


Sprites Panel


Preview Panel


Settings Panel

Tool Bar

New project
New project
Create a new sprite sheet for your framework.
Open project
Open project
Open an existing .tps file.
Open project
Save project
Save the current project to disk. Creates a .tps file.
Add image
Add sprites
Add new sprites to the sheet.
You can also add sprites by dropping them into the preview or the sprite list.
Add image
Remove sprites
Removes selected sprite or folder from your sprite sheet.
Add smart folder
Add smart folder
Add a folder containing sprites.
Sprite settings
Sprite settings
Edit sprite pivot points and borders for 9-patch scaling.
Animation preview
Animation preview
Show an animation preview for the currently selected sprites.
Publish sprite sheet
Publish sprite sheet
Publish current sprite sheet. Also available from the menu as "Force Publish"
Show TexturePacker tutorials
Show tutorial
Opens TexturePacker's tutorial page in your web browser.
Send Feedback to CodeAndWeb
Send Feedback
You think we can do better? Just let us know!

Sprites Panel

TexturePacker Documentation: Sprites Panel

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.

Preview Panel

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 of the various TexturePacker options are updated in real-time so you can immediately see the changes made to your sprite sheet.

TexturePacker Documentation: Preview Panel

Zoom Panel

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.

Click - or + to zoom in predefined steps.

1:1 sets zoom factor to 100%.

To view your spritesheet completely inside the TexturePacker window use Fit.

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.

Settings Panel

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.

Pivot point editor

The Pivot point (or anchor point) specifies the position inside the sprite that is used as a center for rotation and placement.

Pivot Point

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.

Pivot point editor

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.

9-patch editor

The 9-patch editor is also part of the Sprite settings. It's only available for some of the game development frameworks.

9-patch editor

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).

Animation preview

The animation preview is a small floating window, activated by pressing the Anim Preview tool bar button.

Sprite sheet animation preview

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.