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Atlas

Compose source images into one shared atlas. Packing is optional - skip it and each sprite keeps its own texture.

  • Pack Atlas walks every sprite with a texture, runs MaxRects packing, and writes <blend>.atlas.png + .atlas.json. Non-destructive: UVs and materials are untouched.
  • Apply Packed Atlas snapshots the pre-apply state, then rewrites every sprite's UVs and material to address the packed atlas.
  • Unpack Atlas reverts a previous apply from the snapshot (it survives save / reload; Ctrl+Z does not).

A packed Sprite Frame still slices correctly: its quad UVs cover the full sheet, so the packer keeps the sheet as one block and Godot subdivides that block by hframes / vframes. Set Isolated material on a sprite to keep its own shader while still drawing from the packed atlas.