01 · Scope
Separate extraction decisions from engine import decisions
Prepare in SpriteSplitter
Detect objects, correct crop bounds, restore missing details, remove unwanted background, normalize canvas size, select alignment, and create deterministic filenames.
Finish in Unity
Choose Sprite (2D and UI), configure pixels per unit and filtering, inspect pivots, create SpriteAtlas assets when appropriate, and assemble animation clips or prefabs.
02 · Workflow
From composite artwork to a Unity-ready folder
- Extract and correctUse automatic detection as a first pass. Inspect weapons, hair, shadows, and particles that may be detached from the main character silhouette.
- Normalize the coordinate contractChoose fixed canvases for animation frames and bottom-center alignment for grounded characters. Use consistent transparent padding when attacks or effects extend beyond the body.
- Export the Unity targetSelect Unity 2D as the engine target. The delivery package records filenames, source regions, pivots, texture filtering guidance, and optional atlas coordinates.
- Import and verify in UnityImport the PNG folder, set texture type and filtering, confirm pivots and animation order, then test one representative clip before importing the full library.
03 · Decision guide
Recommended settings by asset type
| Asset type | Canvas / alignment | Unity import check |
|---|---|---|
| Pixel-art animation | Fixed canvas · bottom center | Point filtering, no unintended compression, consistent PPU |
| High-resolution character parts | Tight or fixed · task dependent | Bilinear filtering, pivot placement, packing tags or SpriteAtlas |
| UI icons | Fixed square · center | Sprite (2D and UI), mesh type, border only when 9-slicing |
| Props and environment pieces | Tight · center or bottom center | Pivot semantics and sorting behavior |
04 · Quality gate
Release checks before committing imported assets
- Frame canvases do not jump between animation poses.
- Pivots use the same semantic anchor across a set.
- Pixel-art files remain crisp at game scale.
- Filenames sort in the intended animation order.
- No detached effect or shadow was removed accidentally.
- The Unity manifest matches every exported filename.
05 · Questions
What to confirm before you ship
- Should I import one sheet or separate PNGs?
- Unity supports both. Separate PNGs are useful when the source layout is irregular or when assets need independent review and replacement; a sheet can be better for an established grid pipeline.
- Does SpriteSplitter replace Unity Sprite Editor?
- No. It prepares files and metadata before import. Unity remains the authority for project import settings, pivots, SpriteAtlas configuration, animation, and runtime behavior.
- What alignment works for character animation?
- Bottom-center is a practical default for grounded characters because different poses keep a stable foot-level reference. Always verify the pivot contract in the actual game.
06 · Sources
Scope and references
Primary references: Unity Sprite Editor documentation. Product behavior described on this page refers to SpriteSplitter version 0.3.0.