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Description

Godot Universal SpritePacker is a Python tool that converts individual images, tilesets, and SVG files into optimized spritesheets and ready-to-use Godot .tres resources:

It intelligently splits, trims and packs rasterized artwork into one or more texture atlases, preserving your folder structure and optionally generating PixiJS-compatible .json files or native Godot resources. View PixiJS example spritesheet

Example

Why?

I've used TexturePacker for years and still think it’s a great option if you need the full range of features it provides. But over time, I realized I didn’t actually need most of them. I had already written custom importers for its metadata formats in my own retro JavaScript games, and the actual task of packing sprites turned out to be straightforward thanks to the excellent rectpack module.

This led me to build the first version of this tool (originally called smart_splitter), focused on a workflow where sprites and tilesets are kept as individual files and automatically packed into spritesheets based on their filename and folder structure. For example, an animated sprite called player__32x32.png would be treated as multiple sprites in one image. That setup made iteration super convenient. Later, as I started using Godot more, I extended the tool to export native .tres resources as well.

I also occasionally needed to export UI icons directly from vector files, making it easy to go from vector artwork to in-game assets. For example, I used a single SVG with this packer when creating the icons for Canvas Draw 2D, turning updates into a single-click task.

I hope this tool helps simplify your 2D asset workflow too!


How it works

The tool follows these steps:

  1. Scans the specified source_directory (and subdirectories) for images files ('.png', '.bmp', '.jpg', '.jpeg') and vector files (.svg).
  2. Parses filenames to detect optional suffixes indicating tile size, frame rate, padding, etc..
  3. Splits images into individual sprites based on the specified tile size.
    • If the file is an SVG, each layer is exported as a separate sprite using Inkscape.
  4. Optionally checks for the existence of a .csv file with multiple animation definitions for a single image.
  5. Optionally saves individual sprite images to the image_directory.
  6. Optionally trims transparent spaces from the sprites.
  7. Packs sprites into one or more optimized spritesheets (texture atlases).
  8. Generates metadata files:
    • (a) PixiJS-compatible .json
    • (b) Godot 4 AtlasTexture .tres files
    • (c) Godot 4 SpriteFrames .tres files (for animations)

File naming convention

Files should be named according to this pattern:

boss_turret__WxH[pN][fpsN][loop]

Examples:

  • background.png - Treats the entire image as one sprite.
  • hero__32x32.png - Splits the image into multiple 32x32 sprites.
  • ball__16x16.svg - Rasterizes the SVG at the specified DPI, then splits the resulting image into 16x16 sprites.
  • Small Spider__64x64p2fps12loop.png - 64×64 sprite with 2px padding, 12 FPS animation, looping
Field Description
name Sprite or animation name.
W x H Tile width × height in pixels.
pN (optional) Padding between tiles (e.g., p2 = 2px).
fpsN (optional) Frame rate in frames per second (e.g., fps12).
loop (optional) If present, marks the animation as looping.

If the source file is located inside a subfolder, the relative path is included in the sprite's name (e.g., enemies/boss__64x64.png).

Sprites are named using the format subfolder_a/subfolder_b/original_name__RxC, where R is the row index and C is the column index. Rows and columns are intentionally inverted from standard grid notation so that alphabetical sorting orders sprites left to right.

Note: SVG files are rasterized using Inkscape before processing. They follow the same filename conventions as raster images, with tile dimensions and padding specified in pixels of the rasterized image. Use --svg_dpi to control the rasterization resolution (default: 96 DPI).


Animation metadata (CSV)

You can define multiple animations using a .csv file with the same base name as the image. When present, the CSV defines all frames for the corresponding SpriteFrames resource, and any unused sprites from the original image are discarded.

Animation data is also saved in the .json spritesheet file as both animations (recognised by PixiJS) and in the meta field. The animation name is image_name:animation_name. When multiple spritesheets are exported, all animation data is stored within each individual spritesheet.

Example: hero.csv

name; start_x; start_y; count_x; count_y; fps; loop
Walk;       0;       0;       4;       1;  12; true
Jump;       0;       1;       4;       1;  12; false
Field Description
name Animation name (as seen in Godot).
start_x Starting tile column.
start_y Starting tile row.
count_x Number of columns in the animation.
count_y Number of rows in the animation.
fps Playback speed (frames per second).
loop Whether the animation should loop (true/false).
_post For each tile, run custom "postprocessor()".

Requirements

  • Python 3.9+
  • Inkscape (required for SVG rasterization) If Inkscape is not installed at the default path, set it manually using --inkscape_path.
  • Requires the Pillow and rectpack modules.

Installation

You can install the tool from PyPI or directly from GitHub. This installs a command-line tool called godot_universal_spritepacker:

pip install godot-universal-spritepacker

or

pip install git+https://github.com/Donitzo/godot-universal-spritepacker.git

Alternatively, you can simply download the script and run it directly:

python src/godot_universal_spritepacker/godot_universal_spritepacker.py

Demo

There is a set of sprites in the sample directory. Try converting them using one of the two .bat files to get an idea how the tool works. One of the files generates multiple spritesheets.

Inside the pre-made ./sample/output directory, there is a simple PixiJS demo page for rendering the contents of the pre-compiled spritesheet. To test the PixiJS demo locally, serve it using a simple HTTP server.

PixiJS Demo

Usage

Run the tool with:

godot_universal_spritepacker --source_directory <source_dir> --spritesheet_path <output_path> [options]

Required Arguments

Argument Description
--source_directory Directory containing source images.
--spritesheet_path Output path (without extension) for the spritesheet(s).

Optional Arguments

Argument Description
--save_json If set, saves PixiJS spritesheet .json files with sprite frames.
--image_directory Directory to save individual sprite images before packing.
--godot_sprites_directory Directory to output Godot .tres resource files.
--godot_resource_directory Internal Godot resource directory for spritesheets (default: res://textures/).
--inkscape_path Custom path to the Inkscape executable for SVG rasterization.
--svg_dpi DPI used when rasterizing SVG files (default: 96).
--max_spritesheet_size Maximum width/height for each spritesheet (default: 4096).
--sprite_padding Transparent pixels around each sprite. Default is 1 = 2 pixel total gap.
--disable_trimming If set, disables sprite transparency trimming.
--min_trim_margin The minimum margin to keep after trimming sprites (good for edge effects).
--default_framerate If set, treats all regular sprites as animations with this framerate.

Issues

Please report any bugs, feature requests, or questions in the Issues section.

Metadata

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