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+Zdoes 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.