SpriteSplitter S+ · Unity workflow

Prepare cleaner sprite assets for Unity 2D

Use SpriteSplitter before Unity when the source is an irregular art board rather than a clean grid. Export transparent PNGs with consistent bottom-center alignment and a Unity manifest, then import the files as 2D sprites and verify pixels per unit, filtering, pivots, and animation order in Unity.

Unity 工作流:先把不规则素材板拆成透明 PNG,统一画布与底部中心锚点,再导入 Unity 检查 Pixels Per Unit、过滤方式、Pivot 和动画顺序。

Five character sprites prepared as separate game assets
Character set · consistent delivery

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

  1. Extract and correctUse automatic detection as a first pass. Inspect weapons, hair, shadows, and particles that may be detached from the main character silhouette.
  2. 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.
  3. 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.
  4. 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 typeCanvas / alignmentUnity import check
Pixel-art animationFixed canvas · bottom centerPoint filtering, no unintended compression, consistent PPU
High-resolution character partsTight or fixed · task dependentBilinear filtering, pivot placement, packing tags or SpriteAtlas
UI iconsFixed square · centerSprite (2D and UI), mesh type, border only when 9-slicing
Props and environment piecesTight · center or bottom centerPivot 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.