TexturePacker Importer
Launched Apr 2014 12.2y
Updated Feb 2025 1.3y Abandoned?
CodeAndWeb GmbH
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Render pipelines
Description
The TexturePacker Importer extends the Unity editor to read sprite atlas data created with TexturePacker. It imports each sprite atlas as a native Unity 2D spritesheet - the sprites can be used directly in the editor.
TexturePacker is a powerful GUI and command line tool to create sprite sheets for your game. Learn more about sprite sheets and sprite mesh optimization in our comprehensive tutorial.
Find more tutorials about using normal maps and dynamic lighting with Unity on our tutorial page.
TexturePacker | Tutorials | Forum Thread
Key features
Key Features
Optimized Polygon Meshes
TexturePacker generates optimized polygon meshes that outperform Unity’s built-in tight mesh generator. Practical examples show vertex reductions of 69% or more per sprite, reducing overdraw and helping improve rendering performance in fill-rate-limited scenes.
Automatic Sprite Batching
Unity batches sprites that share the same texture atlas. By aggressively trimming transparent areas and packing sprites efficiently, TexturePacker fits more sprites into a single texture atlas. This reduces the total number of texture atlases, minimizes texture atlas switching at runtime, and helps keep draw calls low. The importer supports both Mesh Type options: use Tight for optimized polygon meshes that reduce overdraw, or Full Rect for simple rectangular sprites when compatibility or simpler collision shapes are preferred.
Pivot Point Support with Animation Preview
Pivot points can be defined visually in TexturePacker using the pivot editor and animation preview. All pivot data is imported into Unity automatically, ensuring consistent alignment between authoring and runtime.
9-Slice / 3-Slice Support for Scalable UI Elements
Create scalable UI elements such as buttons, frames, or panels using built-in 9-slice and 3-slice tools. Fixed and stretchable areas are defined once and preserved when imported into Unity UI layouts.
Flexible Workflow (GUI + Command Line)
TexturePacker runs independently of Unity and fits into a wide range of production workflows. Artists can generate ready-to-use texture atlases via the GUI, while development teams can integrate the command-line version as a deterministic build step (for example in CI pipelines). This separation enables a clean handoff of finished sprite sheets from art to development.
Normal Map Sprite Sheets for 2D Dynamic Lighting
TexturePacker packs sprites (albedo) and their corresponding normal maps using the exact same layout within the texture atlas. This guarantees pixel-perfect alignment for use with Unity’s 2D dynamic lighting systems. The importer automatically creates a material connecting the normal map; simply attach it to your sprites.
Multipack Support for Controlled Sprite Distribution
Multipack provides manual control over how sprites are distributed across multiple texture atlases. You explicitly decide which sprites belong to which texture atlas and can visually inspect the result, giving control over grouping, atlas size limits, and runtime behavior, particularly useful for larger projects or memory-constrained targets.