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Spritesheet Import

If you work with tiled map art, you’ve probably downloaded spritesheet images where dozens of tiles are packed into a single file. Rather than cutting them apart in an image editor, you can import spritesheets directly in Maps and split them into individual assets automatically.

An example of using Spritesheet Importing

The spritesheet importer lives in the asset manager:

  1. Open the Asset Manager panel
  2. Navigate to the Upload tab
  3. Switch to the Spritesheet sub-tab

You’ll see a drop zone prompting you to select an image.

Click the drop zone or the Choose Image button to open a file picker, then select a spritesheet image.

Once loaded, the tool displays a preview of your spritesheet with a grid overlay showing where the tiles will be cut.

The configuration controls let you tell the tool how your spritesheet is laid out. Adjust these until the grid overlay lines up with the tiles in your image.

  • Tile Width / Tile Height: The pixel dimensions of each tile. Changing these automatically recalculates the number of columns and rows.
  • Columns / Rows: The number of tiles across and down. Changing these automatically recalculates the tile dimensions.
  • Spacing: The pixel gap between tiles in the spritesheet. Some spritesheets have padding between tiles; set this to match. Defaults to 0.

Tile dimensions and column/row counts stay in sync. Change one pair and the other updates to match. The grid overlay on the preview updates in real time as you adjust these values, so you can visually confirm the grid lines up with your tiles.

The Skip Transparent Tiles checkbox (enabled by default) tells the importer to ignore tiles that are completely transparent. This is useful for spritesheets that have empty slots, since you probably don’t want blank images cluttering your asset library.

A tile is only skipped if every single pixel in it is fully transparent. Tiles with even partial content are kept.

Below the configuration controls, a tile preview grid shows thumbnails of each tile that will be imported. The preview updates as you change the grid settings, so you can confirm everything looks right before uploading. If your spritesheet has more than 200 tiles, the preview shows the first 200. The full set still uploads correctly; the limit only applies to the preview.

A label below the previews shows how many tiles are ready to upload. If transparent tile skipping is enabled, it also shows how many empty tiles were excluded.

By default, tiles are uploaded to your My Assets folder. To choose a different destination, click the folder button and select from your existing asset folders.

Click Upload to start importing. Each tile is extracted from the spritesheet, converted to PNG, and uploaded to your asset library. The button shows upload progress as each tile is processed.

Once all tiles finish uploading, the asset library refreshes automatically and you’re returned to the browse view where you can start placing your new tiles on the map.

  • Optionally match tile size to your grid: If you’re building tiled maps, set your grid cell size to match the tile dimensions from your spritesheet, for the best view. However, if the size is too small, combine it with the auto-resize to grid feature and each tile will fit perfectly into a cell as you place it.
  • Check spacing carefully: If tiles appear slightly offset in the preview, your spritesheet likely has spacing between tiles. Increase the spacing value until the grid lines up.
  • Organize with folders: Create a folder for each tileset before importing. This keeps your asset library tidy when you’re working with multiple spritesheets.