Sprite sheets in Unity
Unity's built-in path slices a sheet in the Sprite Editor — for uniform grids you don't need a data file at all. Start with a sheet from the Sheet Maker.
What you need
- A sprite sheet PNG. A uniform grid is easiest; the Maker's grid mode produces exactly that.
- The 2D Sprite package (Window → Package Manager → 2D Sprite), which provides the Sprite Editor in modern Unity versions.
Step 1 — import settings
- Drag the PNG into your project's Assets folder and select it.
- In the Inspector set Texture Type to Sprite (2D and UI).
- Set Sprite Mode to Multiple.
- For pixel art, set Filter Mode to Point (no filter) and Compression to None — otherwise Unity blurs and re-compresses your crisp pixels.
- Click Apply, then open the Sprite Editor from the Inspector.
Step 2 — slice the sheet
- In the Sprite Editor, open the Slice menu.
- For a uniform grid choose Grid By Cell Size and enter the cell width/height in pixels (for example 48×48), or Grid By Cell Count and enter the column/row counts you packed with.
- For irregular sheets, Automatic slicing finds rectangles from transparency — it works best on untrimmed art with clear gaps between sprites.
- Click Slice, then Apply. Each cell is now a named sprite under the texture in the Project window.
Step 3 — animate
- Select the sprites of one animation in order (Ctrl/Cmd-click in the Project window).
- Drag them into the Scene or Hierarchy view. Unity offers to save an AnimationClip and creates a GameObject with a Sprite Renderer and Animator wired up.
- Open Window → Animation → Animation to adjust the clip's sample rate (frames per second) and loop setting.
When do I need the .tpsheet file?
The Maker can also export a Unity (.tpsheet) file — a text format listing each frame's rectangle. Unity does not read it natively; it is consumed by the third-party TexturePackerImporter asset from the Asset Store, which some teams use to keep sprite names and pivots in sync with a packed (non-grid) atlas. If you are slicing a grid in the Sprite Editor, skip it. If you packed a trimmed MaxRects atlas and need exact rectangles and names, it saves re-typing coordinates.
Pivot note: sliced sprites default to a centre pivot. For characters standing on a ground line, set the pivot to Bottom in the Sprite Editor (or a custom pivot per sprite) so scale and rotation behave around the feet.
Next steps
Make the sheet · Cut an existing sheet · Phaser instead? See the Phaser guide.