PVRTC with 4 bits per pixel, no transparency, (PVR file only, no real-time preview available) PVRTC with 2 bits per pixel, no transparency, (PVR file only, no real-time preview available) PVRTC with 4 bits per pixel, (PVR file only, no real-time preview available) PVRTC with 2 bits per pixel, (PVR file only, no real-time preview available) Textureĭefault, 4 bytes per pixel, 8 bits per channelĢ bytes per pixel, 5 bits per color channel, 1 bit transparencyģ bytes per pixel, 5 bits per channel, not supported on all platformsģ bytes per pixel, 8 bits per channel, no transparencyĢ bytes per pixel, 5 bits for red and blue, 6 bits for green, no transparency Sets the filtering values in the LibGDX exporter. (only available if Data Format is LibGDX) Header file -header-file Ĭhoose the file name for the header file containing definitions for the sprites and (only available if Data Format is SpriteKit)Ĭhoose the atlasc directory containing all data and image files. (only available if Data Format is MonoGame)Ĭhoose the file name for the classfile output file. This can be used to store the sprite sheet image in another location than the DataĮxample: /assets Class file -classfile-file This value can be used to prepend a path before the file name of the texture in the Data To disable this feature you can uncheck Auto-detect animations Texture path -texturepath
TexturePacker would define an animation walk in the data file. TexturePacker automatically defines animations for sprites which have the same base name and onlyįor the sprites walk_001.png, walk_002.png, walk_003.png (only available for some frameworks like LibGDX, SpriteKit, Cocos2D-x)įor some frameworks it is possible to mark a group of sprites as animation in the data file. Sub-folder names are always included in the sprite name. Prepends the smart folder's name as part of the sprite name. Removes image file extensions from the sprite names - e.g.png.