Process up to 200 images per job — pick your settings once, run them all.
Drop a folder of sprites; get back a single packed texture atlas plus a JSON manifest with each sprite's coordinates. For game developers (Unity, Phaser, PixiJS, Godot) and web devs (CSS sprites for icon sets) who want to reduce HTTP requests or draw calls.
Why sprite sheets
For games, drawing one big texture is far cheaper than drawing many small ones — the GPU batches all sprites in one draw call instead of switching textures dozens of times. For web, one sprite-sheet HTTP request beats 30 individual icon requests; modern HTTP/2 narrows the gap, but sprite sheets are still smaller overall after compression.
Packing algorithms
- MaxRects (default): efficient bin-packing, minimises wasted space.
- Skyline: faster but slightly less efficient. Good for dynamic atlases.
- Grid: uniform cells. Useful when all sprites are the same size.
Output formats
- PNG atlas: the packed texture.
- JSON manifest: per-sprite coordinates, dimensions, anchor point.
- Unity .meta: Unity-importable metadata.
- CSS sprite class: ready-to-paste CSS for web sprites.
- Phaser / PixiJS / TexturePacker JSON: for popular game frameworks.
Configuration
- Max atlas size: 2048, 4096, 8192. Bigger = fewer atlases for many sprites.
- Padding: 1–8 px gap between sprites to prevent texture bleeding.
- Power-of-2: on for older mobile GPUs, off otherwise.
- Trim: strip transparent pixels per sprite to save space.
Frequently asked questions
What input formats are supported?
PNG (with transparency), JPG (no transparency), WebP. Each sprite as a separate file.
What's the max atlas size?
8192×8192. Bigger atlases waste GPU memory; smaller atlases mean multiple sheets.
Can I use rotation packing?
Premium: yes — sprites rotate 90° if it improves packing density.
What about animated sprites?
Each frame as a separate input file; the JSON groups them by name prefix automatically.
What's 'power-of-2'?
Older mobile GPUs (pre-2015) require texture sizes to be powers of 2 (256, 512, 1024, etc.). Modern GPUs don't care.
Maximum file size for inputs?
25 MB per sprite, 200 MB total per batch.
Can I update an existing atlas?
Premium: re-pack with the same coordinates preserved where possible.
Are uploads private?
Yes — deleted within 24 hours.
About Sprite Sheet Packer
Sprite Sheet Packer is a free online tool from Wallpapers.com that runs entirely in your browser — no install, no watermark, no email sign-up for the first try.
Pack multiple images into a single sprite-sheet PNG (game-dev format).
How to use Sprite Sheet Packer
- Drop your image into the upload area (single or batch — toggle Bulk at the top).
- Pick any settings the tool exposes (size, format, quality).
- Click Run. The result downloads automatically — no manual save step.
When to use it
Common use cases include:
prepping images for web upload, e-commerce listings, social media platforms with format constraints, and converting files from one device or app to another.
Free vs Premium
Every visitor gets a free trial run; signed-in free users get a higher daily quota. Subscribe to
Premium
for unlimited runs, bulk processing up to 200 images per job, priority queue, and ad-free browsing.
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