A Ambersprite
ENTRDEFRESITPTRUJA

Game engines: Unity, Godot, Tiled

PNG for any engine#

A plain PNG export is already engine-ready: transparent, straight alpha, at native pixel size. In your engine set the texture to Point (no filter) filtering and turn compression off for crisp pixels.

Sprite sheets + JSON#

File ▸ Export ▸ Sprite sheet (PNG) and Sprite sheet JSON together give you a packed image plus:

{
  "frames": { "sprite 0.aseprite": { "frame": {"x":0,"y":0,"w":32,"h":32}, "duration": 100 }, ... },
  "meta": { "image": "sprite-sheet.png", "size": {"w":256,"h":32}, "frameTags": [ {"name":"walk","from":0,"to":3,"direction":"forward"} ] }
}

This is the common TexturePacker / Aseprite JSON shape — most importers and community scripts read it directly.

Tiled maps#

For a tilemap project, File ▸ Export ▸ Tiled (TMX / TSX) writes a .tmx map and .tsx tileset that open in Tiled. Per-tile collision, role, name, tags and custom properties you set in the Tileset editor are carried through.

Texture atlas#

File ▸ Export ▸ Texture atlas packs the current frame's layers (or slices) into one image plus a JSON of named rectangles — a generic format any custom pipeline can parse.

EngineSetting
UnitySprite Mode Multiple for sheets, Filter Mode Point, Compression None, Pixels Per Unit to match your tile size.
GodotImport as AtlasTexture or SpriteFrames; Filter off in the import dock; snap the camera to whole pixels.
TiledOpen the exported .tmx directly; keep the .tsx and image next to it.

Export at and let the engine scale. Baking in a 2×/3× upscale locks you to one display size and bloats the texture.