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#Texturepacker export to json how to#Here are some links to info on how to work with JSON files in various popular engines: NOTE: To work with Atlased resources you need to load/import both PNG and JSON files for each created atlas and have them accessible for your game code. Make sure to check out the Atlased JSON file structure documentation (link below). Loading JSON files is a fairly easy task and shouldn't take too much effort to complete. Meanwhile, if you're interested in incorporating Atlased into your workflow or making something custom with it, make sure to start from your engine/framework documentation. It is almost impossible to cover all needs and ways of game assets usage and also integrate with all existing engines, languages and frameworks.īut I'll try to provide more options for "direct" support in the future by collaborating with other people or by myself, if I will have time to do so. ![]() See the documentation for more detailed info.Ĭurrently Godot engine is supported via Godot editor plugin created by Maxim Brajsky. Export from atlas to separate sprites (aka slicing).Configure application export paths, behavior and color parameters to your liking.Copy and paste sprite's origin point from one region to another (in batches too!).Resize, rename, move and grow operations.Create and edit atlases by manually setting regions, grid, origin points and etc.Auto-tracing: detect sprites within a sprite sheet automatically, creating JSON markup.Sprite packing: glue separate sprites together in an efficient manner, producing PNG+JSON file pair for each packed "page" of images. ![]() #Texturepacker export to json manual#To use Atlased efficiently make sure to check out the user manual for more info! (Also available in Downloads).
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