Export your approved work
Choose a project on the Exports page. Select the asset categories, format and naming preferences, then start packaging. Only approved assets and selected approved animation revisions are included. Packaging uses no generation credits.
Choose a format
- ZIP Folders includes the selected source files, manifest, provenance and README in your chosen folders.
- Sprite Sheet includes real packed PNG pages, coordinates, pivots, trim offsets and source files. Larger sets can span several pages. Images keep their original size and orientation.
- Manifest JSON downloads metadata and checksums. It does not include asset files. Choose a ZIP or sprite sheet for a complete file download.
The manifest identifies each asset and its selected version or variant. It records measured dimensions, formats, file sizes, SHA-256 checksums and available provenance. Missing provenance is marked unknown.
Folders, names and atlas controls
Path templates support {category}, {name}, {id} and {version}. Names support PascalCase, snake_case, kebab-case or a pattern such as T_{name}. Stable asset IDs prevent collisions between identical names.
For a sprite sheet, choose a maximum page size, transparent padding, edge extrusion and optional transparent-edge trimming. Coordinates start at the top-left. Pivots are normalized against the original canvas; trim offsets preserve that canvas. Approved animation sets include aligned PNG frames, packed atlas pages and animation.json with action names, directions, pivots and variable frame durations. Use the animation editor’s export controls for an exact approved clip, including its history, or an approved set.
Engine import
Godot 4 sprite-sheet exports include AtlasTexture resources and Sprite2D scenes. Copy the entire pack into your project and keep its folders together. Open a scene from atlases/godot. Animation sets also include SpriteFrames resources and AnimatedSprite2D scenes with their saved timing, loops and pivots. Keep each animation set’s folders together. Pixel art uses Nearest filtering; illustrated art uses Linear.
Unity and Unreal presets currently set folder and filename conventions. Configure sprite slicing, pivots, filtering and other native import settings in your engine. Automated native importers for these engines are still in development.
Layers, demos and models
Original layers include the recorded version used before background removal. If an older asset has no recorded source, turn off original layers or restore that source before creating another export.
Playable demos include the latest ready build of each genre with its approved image and audio dependencies embedded. New demos retain the versions selected when the demo was built, including their complete animation dependencies. Legacy previews use approved dependencies captured by the export. Missing files stop packaging with recovery instructions; restore them, rebuild the demo, or turn off demo inclusion.
Models must be GLB files with embedded buffers and textures. External dependencies require a new self-contained GLB. Inspect model geometry, materials, rigs and animation in your game; dependency checks do not validate those qualities.
Progress and recovery
Your export continues when you leave the page. Pause, resume or stop it from its row. A failure names the missing file or setting that needs attention. Retry reuses a saved selection and copied files; creating another export with the same settings selects the versions currently approved. A stopped export can be created again.
Downloads request a fresh private link when clicked. Workspace viewers can download existing packs; editors and admins can create and control exports.
Current limits
Each export allows up to 5,000 assets, 32 MiB per source file, 128 MiB of source data and a 48 MiB finished download. Atlases allow 32 million source pixels; new offline demo HTML is capped at 24 MiB. Animation selection allows 128 clips overall, at most 64 per set and 32 million decoded frame pixels. Split larger packs by category or asset selection.
API clients can use the same settings and send a UUID in Idempotency-Key for safe request retries. See the API reference.