Unity Sprite Sheet Import Guide

Import SpriteVFX PNG sheets into Unity with grid slicing, Point filtering, correct frame order and animation timing.

Export a regular sheet

Start in Sprite Sheet Generator. Choose a native-size effect, set columns and inspect the sheet before downloading. The ZIP contains a transparent PNG and JSON that describes the frame count, cell size, timing and origin. Keep the license files with your project. The sheet is untrimmed: every cell has the same dimensions, and unused cells in the final row are transparent.

Set the texture importer

Add the PNG to your Unity project. In the texture Inspector choose Sprite (2D and UI), then Multiple for Sprite Mode. Use Point filtering for crisp pixels and Compression None when you need to preserve the exported colors. Choose Pixels Per Unit to match the scale of your game art. Apply the import settings before opening Sprite Editor.

Slice using the exported cell size

In Sprite Editor choose Slice, then Grid By Cell Size. Set the pixel width and height to the exported frame dimensions; use zero offset and padding. Apply the slices. If the effect includes fully transparent frames, keep their rectangles to preserve timing. Select only the real frame count from the JSON and omit unused cells at the end of the grid. Inspect the order from left to right and top to bottom.

Build and check an animation clip

Create an animation from the ordered sprites and set its Samples to the exported FPS. Use the source loop setting to decide whether Loop Time should be enabled. Place the animation in a test scene and compare it with the browser preview. Check first and last frames, transparent edges and the contact point. A centered sprite pivot may need adjustment to match the origin recorded in the JSON.

Understand the boundary of this download

SpriteVFX does not install a Unity editor package, automatically read the JSON into Unity or create gameplay behavior. You can use the regular PNG grid directly, or write an importer for the provided coordinates. PNG sequences are available when another atlas tool is part of your pipeline. The included .tres is for Godot and is not used by Unity.

Before you export

Why does my animation pause at the end?

Check whether empty trailing grid cells were included. Use the real frame count from the JSON, not every cell in the rectangular PNG.

Why are pixel edges blurry?

Check texture filtering, compression, camera alignment and display scaling. Point filtering avoids bilinear smoothing but cannot fix every fractional placement issue.