The TexturePacker Importer extends the Godot editor to read sprite atlas data created with TexturePacker. It imports each sprite sheet as native Godot AtlasTexture resources, ready to use directly in the editor.
Key Features
Native AtlasTexture Import
Each sprite is imported as a Godot AtlasTexture resource with full trim/margin support, ready to drop into Sprite2D, TextureRect, Button icons, or any other node that takes a Texture2D — and into SpriteFrames animation frames for AnimatedSprite2D. Imports run automatically whenever the .tpsheet file changes.
Automatic Sprite Batching Godot batches sprites that share the same texture. By aggressively trimming transparent areas and packing sprites efficiently, TexturePacker fits more sprites into a single atlas — reducing the total number of textures, minimizing texture switches at runtime, and keeping draw calls low.
Normal Map Sprite Sheets for 2D Dynamic Lighting
TexturePacker packs sprites (albedo) and their corresponding normal maps using the exact same layout within the atlas. The importer detects the normal map and automatically generates a CanvasTexture pairing diffuse and normal — pixel-perfect alignment for Godot's 2D lighting, with no manual setup.
Multipack Support for Controlled Sprite Distribution
Multipack gives you manual control over how sprites are distributed across multiple atlases. You explicitly decide which sprites belong to which atlas and can visually inspect the result — useful for grouping, atlas size limits, and runtime behavior on memory-constrained targets. The importer reads every atlas in the .tpsheet and generates the corresponding AtlasTexture resources.
Clean Project Integration
Each imported sheet generates a <name>.sprites/ folder containing one .tres per sprite, visible directly in Godot's FileSystem dock and ready to drag into any scene. Sprites removed from the sheet are cleaned up automatically on reimport, so the project never accumulates stale resources.
Full Texture Compression Support Atlas images go through Godot's standard texture import pipeline, so every compression format Godot supports — ASTC, ETC1/ETC2, DXT1/DXT5, and Basis Universal (KTX2) — works out of the box. Pick the right format per platform for optimal memory use and load times on mobile, desktop, and console targets.
Flexible Workflow (GUI + Command Line) TexturePacker runs independently of Godot and fits into a wide range of production workflows. Artists can generate ready-to-use atlases via the GUI, while development teams can integrate the command-line version as a deterministic build step (for example in CI pipelines). This separation enables a clean handoff of finished sprite sheets from art to development.
TexturePacker is a powerful GUI and command line tool to create sprite sheets for your game. Learn more about sprite sheets, texture compression and normalmaps in our comprehensive tutorial.
Changelog for version 4.7.1
No changelog provided for this version.