TexturePacker support and questions

TexturePacker Support & FAQ

Are you having problems with TexturePacker? Don't worry - I am here to help. If you can't find the answer in the FAQs, you can contact me at the bottom of the page. You may also check the changelog for new features and bugfixes.


I've lost my license key!
The download link in the purchase email does not work anymore.
Please visit the License manager and enter the email address that you used to purchase TexturePacker. A new license key will be sent to you immediately.
On how many computers can I use TexturePacker?
You can use TexturePacker on up to 2 computers as long as you are the only person using it. In case you need to run TexturePacker on additional computers contact us using the form below.
Can I use my license on Mac, Windows and Linux?
The license works on Mac, Windows and Linux. You can use it as long as you are the only person using it and you don't install it on more than 2 computers.
Do you have discounts if I ... ?
I set TexturePacker to a low price to give independent developers a chance to buy a license. The drawback for this is that I can't give big discounts. Sorry.
I do, however, offer a 20% discount to schools, colleges, and universities.
I've bought TexturePacker and missed the bundle, can I get PhysicsEditor at a reduced price?
I can give you a discount code which will give you nearly the same price as in the bundle. Please contact me at support at codeandweb.com.
I did not receive a license key.
There are some possible reasons for this:
  • Your spam filter caught the license emails (please check your spam folder).
  • A typo in your email address was entered during purchase. In this case you won't have any emails from me or fastspring. Please contact support@codeandweb.com and supply all data that might help them find your account.
How can I transfer a license to another computer?
Simply use Deactivate license on the old computer and activate the license on the new system.
If you can't reset the license anymore visit the license manager.
Can I use TexturePacker for commercial products?
Sure. You can use all data that you've created with TexturePacker in commercial and other products. No additional fees apply. But you must not ship a TexturePacker license as part of your product without my permission.
Where can I get an invoice for my purchase?
A link to your invoice should be contained in one of the emails you get from 2checkout.
Is there a trial version?
Yes, there is a 7-day trial mode with unrestricted features.
After that period TexturePacker goes into Essential mode. It is restricted to basic features. If you use Pro features in this mode, you will get a warning before publishing and some of your sprites will turn red in the output.
Why are some of the sprites in my texture atlas red?
Some sprites are red because TexturePacker is in Essential mode and you're using a feature of the Pro version of TexturePacker. During publishing you will get a list which contains all the features you've used that triggered the red sprites.
What's the difference between TexturePacker Pro and Essential?
Please have a look at the TexturePacker licenses comparison page for a detailed overview on all features available in Essential or Pro version.
Can I get a multi-user license?
What about business/volume licenses?
Simply enter the amount you need during the purchase process. The license will have the name of the person who bought the license.
You can use the license for the matching amount of users.
Where is the license agreement (EULA)?
The license agreement is accessible via the menu in TexturePacker or online here. Additionally you can find it inside TexturePacker's program folder (Windows) or inside TexturePacker's .app bundle.
I want [terms] changed/added/removed from the license agreement (EULA).
Please understand that we are software developers and no experts in international law.
Our current license agreement was created by a lawyer. We can't simply change parts of it but I can give you a custom license agreement following this procedure:
  • You send me the changes you need in the license agreement. Languages accepted are either English or German. German is preferred since it might reduce the cost of translating your terms.
  • We'll have our lawyer verify your terms (which might also require translating them). You have to bear the costs for this up-front - independent of the result of the verification.
  • We'll agree to your terms if we and our lawyer agree that the terms are acceptable for us.
I need some papers for <whatever reason> signed from you.
Sure - we can do that. Please understand that we are software developers and no experts in international law.
This is why we only sign papers following this procedure:
  • You send me the papers you need signed. Languages accepted are either English or German. German is preferred since it might reduce the cost of translating your terms.
  • We'll have our lawyer verify your papers (which might also require translating them). You have to bear the costs for this up-front - independent of the result of the verification.
  • We'll sign your papers if we and our lawyer agree that the terms are acceptable for us.
You must agree to the license agreement ...
You must agree to the license agreement before using TexturePacker.
Please run the graphical user interface and accept the license terms.
This is usually because you are trying to run TexturePacker from command line using sudo or some other way to change the user account.
sudo TexturePacker --gui
and agree to the license agreement. This should fix the issue. It is however recommended not to run scripts with sudo.
My license is not detected when using command line.
TexturePacker installs the license key as part of the user profile. If you run TexturePacker from command line make sure it runs under the same user. Otherwise it will not find the license key.

Free licenses

How can get a free license for TexturePacker?
I give free licenses to bloggers and developers of gaming frameworks.
What are the requirements for bloggers to get a free license?
You must have a game/development/art related blog with at least 5 recent posts.

Game Jams and other coding events

Can get a free license for a game jam?
Yes. We support game jams and other coding events with free licenses. The organizer of the event has to contact us by mail and give us some details about the event: support@codeandweb.com.


Can you support framework ... ?
Sure. But you can already do quite a bit yourself. TexturePacker 3.0.0 contains a template-based exporter which you can adjust to your needs.
If you've created an exporter which would be interesting to the public, you can send it to me so I can add it to the official supported frameworks.
See next question for more details.
I need a slight change in the output format.
Since version 3.0.0 the exporters are template based. You should be able to do the adjustments to the exporter yourself.
See Using JavaScript to enhance your TexturePacker output format. A better description of the formats and features will be available with the 3.x.x documentation.
In the exporter folder (inside TexturePacker's program folder) is a plain text exporter which you can use as a base for your adjustments.
Some of the "old" exporters are still code modules inside TexturePacker. Only the new exporters are template based.
How does TexturePacker work with PhysicsEditor?
  • Import your sprites into TexturePacker and create the sprite sheets as needed.
  • Import the sprites for which you need physics to PhysicsEditor and create the shapes.
Tutorials can be found in the tutorials section.
Content Protection - What about Apple's requirements for encryption?
I am no lawyer & this is no legal statement! My understanding of Apple's iTunes Connect Guide and the Bureau of Industry and Security is that you don't need to get the ERN approval for your app/game if you use TexturePacker's Content Protection. The encryption is used to protect your intellectual property only and is not accessible to the user - excluding it from the regulations.
See the Bureau of Industry and Securitys Encryption FAQ - Question 15 (What is Note 4?)
Can you support flash (SWF) frame labels?
Support for frame labels was added to the new Flash Unpacker with the 3.1.0 release.
Packing of multiple textures at once
This feature was added to TexturePacker 3.1.0 release.

Bugs & Problems

TexturePacker crashes when opening a file dialog (Windows)
One of the following programs on your computer might cause this crash — usually because the software tries to draw overlay icons:
  • Alien Respawn (pre-installed on AlienWare PCs)
  • Dell Backup and Recovery (pre-installed on DELL PCs)
  • Tortoise Hg
  • Tortoise Svn
  • Tortoise Git
If you don't need this software simply install it...
TexturePacker freezes and behaves strange
We've seen this on Windows 10 on MSI notebooks: The Nahimic audio driver injects a DLL in other processes: NahimicMSIDevProps.dll and NahimicMSIOSD.dll . Both might cause dead locks freezing the user interface. Solutions:
  • Disable Nahimic drivers
  • Uninstall Nahimic drivers
  • Update Nahimic drivers. This might be the best solution but I was not able to find an official place to download the drivers.
The flash importer (SWF) only imports the first image.
To import frames from a flash movie the complete animation must be on the main timeline and must not use ActionScript and other features.
Wildcards (*.png) do not work on Windows.
Wildcards are not yet supported on Windows. You can, however, specify a complete list of image files or a directory containing images.
TexturePacker crashes immediately after launch (MacOS).
If you open the CrashLog you see something like:
Dyld Error Message:
    Symbol not found: _EVP_idea_cbc
    Referenced from: /usr/local/lib/libssl.0.9.8.dylib
    Expected in: /usr/lib/libcrypto.0.9.8.dylib
The reason for this is that you have MacPorts or Fink installed. Some packets of it install their own libssl which does not have all the symbols that the original Apple version has.
Ways to fix this (choose one):
  • Remove the version of the libssl in /usr/local/lib and add a symlink to the standard location /usr/lib:
      cd /usr/local/lib
    sudo rm libssl*
    sudo ln -s /usr/lib/libssl.dylib libssl.dylib
    sudo ln -s /usr/lib/libssl.0.9.8.dylib libssl.0.9.8.dylib
  • or: Re-order the library/executable search paths.
  • or: Remove MacPorts' folder from your path when using TexturePacker.
Command line client (TexturePacker) not found
On MacOS please use the menu item "Install Command Line Tool" - this will prompt you for admin access to place a link to the executable.
You can, however, add this link from command line yourself:
sudo ln -s /Applications/TexturePacker.app/Contents/MacOS/TexturePacker /usr/local/bin/TexturePacker
CocoStudio can't read the sprite sheet (plist)
We've recently updated TexturePacker to use the current plist file format V3 (which is more than 3 years old...). CocoStudio can't read that file version. Please choose cocos2d v2 (old) file format if you want to read the data from CocoStudio.

Using TexturePacker 3.x.x

Scaling variants (previously AutoSD) behaves strangely - how can I use it?

Assuming that your original sprites are for a Retina display iPad and you want to scale down to iPad and iPhone.
Name the Data file like sheet{v}.plist and the Texture file like sheet{v}.png.

Open the Scaling variants dialog by clicking on the cog wheel button. Press Add to add an empty variant.

Enter the following values:

Variant name {v} Scale
-ipadhd 1.0
-hd 0.5
empty 0.25

After adding sprites and clicking Publish sprite sheet you should see the following files:

  • sheet-ipadhd.png
  • sheet-hd.png
  • sheet.png
  • sheet-ipadhd.plist
  • sheet-hd.plist
  • sheet.plist
How do I use Scaling variants (previously AutoSD) with Cocos2d-X?
Just like in the example above, set the Variant name {v} with Scale 1.0 to the part of the path for the highest resolution sprite sheet - e.g. /ipad/ and the Variant name {v} with the lower resolution variant to /iphone/.
Why was NPOT removed from TexturePacker?

NPOT was a workaround in TexturePacker to help avoid a bug that was inside iOS 5 and before. iOS automatically allocated memory for mipmap levels if the texture was POT. In NPOT mode TexturePacker forced non power of 2 sizes.

Please use AnySize instead - this mode allows all sizes for texture optimization.

How do I group images in TexturePacker?
If you need some order in the layout please use Basic layout algorithm. You can sort by name, width, height and others.
Why is my sprite not displayed correctly in Unity/Orthello?
Because Unity3D has a max import setting defaulting to 1024px, the way to solve this is to
- make sure that unity really loads the entire texture without resizing by setting the max import size so that it covers the original texture's dimensions
- set the Orthello spriteContainer.sheetSize to the original dimensions so that orthello knows how to calculate the right uv coordinates.
Why is my sprite not displayed correctly in Cocos2D when using large 4096x4096 sprite sheets?
If some sprites are missing the outline on one side i.e. the sprite frame is shifted +/- 1 pixel, use 'highp' (high precision) for v_texCoord both in vertex and fragment shaders. (The built in shaders in Cocos2D are using 'medium' precision for v_texCoord by default.)
Is it possible to include multiple files with the same name (from different paths) in a single spritesheet?
You can use the smart folders feature to add these files to your spritesheet. Create a folder structure like this

If you now add assets folder to TexturePacker it adds

  • push/left.png
  • push/right.png
  • walk/left.png
  • walk/right.png

to your Data file as the folder names become part of the sprite's name.


Where is the documentation?
The TexturePacker Online Documentation is here on the website and is also linked from TexturePacker's "Help" menu.
Feature ... is missing in the documentation.
Sorry about that. I'll update the documentation at regular intervals. For a complete set of command line options use:
TexturePacker --help

Advertising, Affiliates, etc.

I would like to become an affiliate!
Nice. Please contact me about the conditions by email. You also need to sign up as Affiliate.
Do you do link exchange?
No. But if you have a page that has some value to the users of my tools (e.g. tutorials, podcasts, screen casts...) I might add a link to the tutorials section.

Still need help?

Please click on the button below to submit a help request: