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.
Recommended import settings#
| Engine | Setting |
|---|---|
| Unity | Sprite Mode Multiple for sheets, Filter Mode Point, Compression None, Pixels Per Unit to match your tile size. |
| Godot | Import as AtlasTexture or SpriteFrames; Filter off in the import dock; snap the camera to whole pixels. |
| Tiled | Open the exported .tmx directly; keep the .tsx and image next to it. |
Export at 1× and let the engine scale. Baking in a 2×/3× upscale locks you to one display size and bloats the texture.