Sprite Slicer¶
The Sprite Slicer tool cuts a single texture into a series of named frames that the engine can use for sprite animation, atlas-based rendering, or individual sprites. Once sliced, frames are referenced by name or index and do not require the original atlas to be split into separate files.
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Opening the Sprite Slicer¶
Select a texture in the Resources Browser and choose Open in Sprite Slicer from the context menu, or double-click the texture preview if the texture has already been tagged as a sprite sheet.
Slice modes¶
| Mode | When to use |
|---|---|
| Grid | All frames are the same size and aligned on a regular grid |
| Free | Frames have arbitrary positions and sizes — draw each frame manually |
The Grid mode is the fastest workflow for regular sprite sheets such as animated characters, explosion effects, or item icons.
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Grid slicing¶
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- Set Cell Width and Cell Height to the pixel size of one frame.
- Optionally set Offset X / Y (first-cell inset) and Spacing X / Y (gap between cells) if your sheet has padding.
- Click Slice — the tool fills the frame list with all cells that fit.
- Rename frames as needed. Frame names are used by
Sprite::setFrame(name)andSpriteAnimation. - Click Save to commit the slice data to the texture resource.
Free slicing¶
- Draw a rectangle over each frame region in the canvas.
- Give each frame a unique name.
- Reorder or delete frames in the list on the right.
- Click Save.
Working with frames at runtime¶
After slicing, use frame names or indices in scripts and components:
Tips¶
- Keep sprite sheets power-of-two in size for best GPU compatibility.
- Use consistent frame naming conventions (
walk_00…walk_07) so animation ranges are easy to specify. - A single texture can contain multiple animation sequences — just name them clearly.
- For tilemaps and tilesets, use the Tileset Slicer instead, which is designed for tile index workflows.