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Imports .aseprite / .ase files as they are: each file becomes a SpriteFrames resource with one animation per tag, timed like in Aseprite, with nothing exported into your project. Save in Aseprite, switch back to Godot, and the animations update. Works for any sprite: platformer characters, effects, pickups.

The imported file in the Godot editor, with its animations and the AnimationPlayer section

hero.aseprite (48x48)                      SpriteFrames (48x48 frames)
  tags: idle_loop, run_loop, jump    ->      idle (loops), run (loops), jump

Features

  • One animation per tag. Frame durations are kept, as are reverse and ping-pong tags. A tag ending with _loop loops, and the suffix is dropped from the name.
  • One sheet per file. Every frame is packed into one lossless texture, trimmed to its pixels, with repeated frames stored once. Sprites keep their size and pivot.
  • Optional 3x3 grid for top-down characters. Set grid/directions to 3x3, per file or for the whole project in Project Settings > Import Defaults, and draw every frame as a grid of facing directions. Each tag then gives one animation per direction (walk_down, walk_left_up, ...), and empty cells give no animation.
  • AnimationPlayer sync. Link a player from the AnimatedSprite2D inspector. It gets the same animations, kept up to date on every reimport, and the tracks you add (sounds, hitboxes, method calls) survive.
  • Small scenes. The player's animation library is saved to its own .tres file.
  • Texture importer. Import As: Dot Aseprite Texture turns any .aseprite into a plain Texture2D for Sprite2D, TextureRect, shaders or TileSets.
  • Layers. Import one layer or group from a dropdown, or exclude helper layers and tags by pattern.
  • Fast. Aseprite runs once per import. Layers, tags and durations are read straight from the file.

The example character in Aseprite, drawn as a 3x3 grid of facing directions

Requirements

  • Godot 4.7.
  • Aseprite 1.3 or later, on every machine that imports the files. If it is not in the default location (a Steam install, for example), set Editor Settings > Dot Aseprite Importer > General > Executable Path.

Quick start

  1. Enable Dot Aseprite Importer in Project > Project Settings > Plugins.
  2. In Aseprite, tag each animation. End a tag with _loop if it loops.
  3. Save the file inside the Godot project. It is imported when the editor regains focus.
  4. Drag the file onto the Sprite Frames property of an AnimatedSprite2D and call play("run").

Documentation

Guides for platformer and top-down characters, every import option, the AnimationPlayer sync and a demo project are on GitHub: https://github.com/DRS90/dot-aseprite-importer

The example character is by 5yvalia (CC0). Released under the MIT license.

Changelog for version v0.1.1

No changelog provided for this version.

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