Unity Sprite Sheet Generator
Create sprite sheets and texture atlases optimized for Unity.
Features
Unity Metadata Format
Export JSON that matches Unity's expected sprite sheet structure.
Pivot Point Support
Metadata includes pivot coordinates for Unity Sprite Editor.
Video & Image Input
Create sheets from video frames or individual sprite images.
Power-of-Two Sizing
Ensure atlas dimensions match Unity's texture import preferences.
Trim & Extrude
Transparent trimming and edge extrusion for pixel-perfect Unity rendering.
Free & Browser-Based
No Unity Asset Store purchase or plugin needed.
How It Works
Upload Assets
Drop a video, GIF, or individual sprites.
Configure for Unity
Set power-of-two, padding, and choose Unity export format.
Import to Unity
Download PNG + JSON and auto-slice with the editor script below.
Why Use I Love Sprites?
Unity is the most popular game engine for 2D and 3D development. I Love Sprites generates sprite sheets with Unity's expected metadata format, including frame coordinates, pivot points, source sizes, and trim information. Import the PNG and JSON directly into your Unity project — this covers both the video-to-sprite-sheet workflow and packing loose sprites into an atlas.
In Unity, set the texture's Sprite Mode to Multiple and slice it in the Sprite Editor — or skip the manual slicing entirely with the editor script below, which reads the exported JSON and creates the sprite rects for you. One coordinate detail to know: the exported JSON uses a top-left origin while Unity rects measure from the bottom-left, which the script converts. For pixel art, also set Filter Mode to Point and Compression to None on the texture importer.
If you use Unity's own SpriteAtlas asset (recommended for batching at runtime), you can still author frames here: import the sliced sheet, then add it to a SpriteAtlas — Unity will repack it internally while your animation clips keep referencing the sliced sprites.
Auto-slice the sheet in Unity
Drop this in an Editor/ folder, select the imported atlas PNG, then run Tools → Import I Love Sprites JSON and pick the exported JSON file. It sets Sprite Mode to Multiple and creates one sprite rect per frame.
using System.Linq;
using UnityEditor;
using UnityEngine;
public static class ILoveSpritesImporter
{
[System.Serializable] class Frame { public string name; public int x, y, w, h; }
[System.Serializable] class Atlas { public Frame[] frames; }
[MenuItem("Tools/Import I Love Sprites JSON")]
static void Import()
{
var tex = Selection.activeObject as Texture2D;
if (tex == null) { Debug.LogWarning("Select the atlas PNG first."); return; }
var jsonPath = EditorUtility.OpenFilePanel("Atlas JSON", "", "json");
if (string.IsNullOrEmpty(jsonPath)) return;
var atlas = JsonUtility.FromJson<Atlas>(System.IO.File.ReadAllText(jsonPath));
var path = AssetDatabase.GetAssetPath(tex);
var importer = (TextureImporter)AssetImporter.GetAtPath(path);
importer.spriteImportMode = SpriteImportMode.Multiple;
importer.spritesheet = atlas.frames.Select(f => new SpriteMetaData
{
name = f.name,
// JSON is top-left origin; Unity rects are bottom-left.
rect = new Rect(f.x, tex.height - f.y - f.h, f.w, f.h),
alignment = (int)SpriteAlignment.Center,
}).ToArray();
importer.SaveAndReimport();
}
}Frequently Asked Questions
Common questions about sprite sheet generator for unity.
Add the PNG to your Assets folder, set Sprite Mode to Multiple, then either slice manually in the Sprite Editor or use the editor script above to create sprite rects from the JSON automatically.
Yes. The metadata includes individual frame coordinates compatible with Unity's Multiple sprite mode.
No. The generated metadata is standard JSON — the short editor script above (or a manual pass in the Sprite Editor) is all you need.
Yes. Use the atlas packer with the Unity export format to pack loose images. For runtime batching you can additionally add the sliced sheet to a Unity SpriteAtlas asset.
On the texture importer set Filter Mode to Point, Compression to None, and match Pixels Per Unit to your art scale. Generate the sheet at 100% scale rather than upscaling during extraction.
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