Texture atlas packer
Pack multiple images into one texture atlas with a JSON, CSS or plist coordinates file. Control padding and power-of-two sizing, all in your browser.
Runs entirely in your browser. Nothing is uploaded.
About the Texture atlas packer
A texture atlas, also called a sprite sheet, combines many small images into a single texture with a data file describing where each one sits. Loading one atlas instead of dozens of separate files cuts draw calls and HTTP requests, which is why almost every 2D game and UI ships its art packed this way.
How to use the Texture atlas packer
- Drop or select all the images you want to pack.
- Set the padding between images and choose whether to force a power-of-two canvas.
- Check the packed layout in the preview.
- Download the packed PNG together with a JSON, CSS or plist coordinates file.
Frequently asked questions
A texture atlas is a single image holding many smaller images, paired with a data file that lists the position and size of each one. Games load the one texture and look up each sprite by its coordinates, which reduces draw calls and speeds up loading.
The packer exports the layout data as JSON, as CSS sprite rules, or as a Cocos2d/plist file, alongside the packed PNG.
Some engines and older GPUs handle power-of-two textures (256, 512, 1024 and so on) more efficiently and require them for mipmapping. Turn the option on if your target platform needs it.
No. The packing runs entirely in your browser and none of your images are sent to a server.
Related tools
Keep every asset in one place
AssetHoard is a local-first asset manager that previews sprites, 3D models, audio and more, tracks the licence of every asset, and drags straight into Unity, Godot and Unreal. Free while in beta.