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Texture Atlas Generator
Upload multiple sprites and pack them into a single, optimized texture atlas.

Upload multiple sprites and pack them into a single, optimized texture atlas. Choose MaxRects, Shelf, or Grid packing algorithms. Configure padding, extrusion, trimming, and multi-resolution scaling — then export for any game engine.

Features

Multi-Image Upload

Drag and drop dozens of images. Supports PNG, JPEG, WebP, GIF, and BMP.

3 Packing Algorithms

MaxRects for best efficiency, Shelf for speed, Grid for uniform layouts.

Smart Optimization

Duplicate detection, transparent trimming, edge extrusion, and multi-resolution scaling.

Instant Results

Canvas-based composition generates your atlas immediately with no server round-trip.

Total Privacy

Every image stays in your browser. No uploads, no server storage.

8+ Export Formats

Unity, Godot, Phaser, PixiJS, Spine, Starling XML, CSS Sprites, or generic JSON.

How It Works

1

Upload Images

Drag and drop your sprites, icons, or textures into the tool.

2

Configure Packing

Choose algorithm, set padding, extrusion, max size, and scaling.

3

Generate & Download

Preview the packed atlas, then download the PNG and metadata.

Why Use I Love Sprites?

Texture atlases are fundamental to 2D game performance. Every separately-loaded texture forces the renderer to switch state between draw calls; packing sprites into one texture lets the engine batch hundreds of sprites into a single draw. The difference is very visible on mobile GPUs and in browser games, where draw-call overhead is CPU-side and expensive.

Three packing algorithms are available, and the right one depends on your sprites. MaxRects tracks the free rectangles left after each placement and fits new sprites into gaps — it produces the tightest layouts for mixed sizes and is the right default. Shelf packing places sprites in rows and is nearly instant, useful when you're re-packing constantly during iteration. Grid packing puts every sprite in a uniform cell, which wastes space but is exactly what you want when your engine indexes frames by row and column instead of reading a data file.

Two options prevent the most common atlas rendering bug — texture bleeding, where a sliver of the neighboring sprite appears along an edge. Padding inserts empty pixels between sprites; extrusion duplicates each sprite's edge pixels outward so linear filtering samples the sprite's own color instead of its neighbor's. If you see hairline seams at sprite edges in-engine, enable 2px extrusion. Power-of-two sizing (256, 512, 1024, 2048…) is also available for GPUs and importers that want it, along with transparent trimming, which crops each sprite's empty border before packing and stores the offset in the metadata so your engine can restore the original bounds.

Duplicate detection hashes each image and packs identical sprites only once, recording aliases in the metadata — useful when animation exports contain hold frames. Multi-resolution export generates @2x/@1x/@0.5x variants in one pass. Metadata exports cover Unity, Godot, Phaser, PixiJS, Spine, Starling XML, CSS, and generic JSON.

Frequently Asked Questions

Common questions about texture atlas generator.

A texture atlas is a large image containing many smaller images packed together efficiently. Game engines use atlases to reduce draw calls and improve rendering performance.

MaxRects (best space efficiency, fills gaps between sprites), Shelf/Basic (fast top-to-bottom), and Grid (uniform cell size for engines without data file support).

Extrusion duplicates edge pixels outward to prevent texture bleeding when sprites are rendered with linear filtering or at non-integer positions. If you see thin seams or fragments of neighboring sprites at edges in your engine, enable 1-2px extrusion.

Many GPUs perform better with power-of-two texture dimensions (256, 512, 1024, 2048). This option rounds atlas size up for maximum compatibility, and some engine importers require it for mipmaps or compression.

When enabled, identical sprites are detected and packed only once. Aliases are stored in the metadata, saving texture memory. This is common with animation exports that contain repeated hold frames.

It crops each sprite's transparent border before packing, so sprites take less atlas space. The original size and offset are stored in the metadata so your engine can restore correct positioning.

Yes. Alongside Unity, Godot, Phaser, PixiJS, CSS, and generic JSON, the packer exports Spine's atlas format and Starling XML.

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Start Using Texture Atlas Generator

Pack multiple images into an optimized texture atlas in your browser. Free, private, and fast. Export for Unity, Godot, Phaser, and more. No sign-up required.