One sheet.
Every engine.
The export that fits your engine, and the exact settings on the other side. Pick yours, or read the full import guide.
These engines read a frame data file, so the export carries the exact rectangles and nothing depends on retyping a grid.
Godot
Export a SpriteFrames .tres and drop it on an AnimatedSprite2D.
Phaser
Export a TexturePacker-compatible JSON atlas for Phaser 3 and 4.
PixiJS
Same JSON atlas, loaded straight into a PixiJS Spritesheet.
Tiled
Export a .tsj tileset with columns, tile size, and count filled in.
FNF & Sparrow
Sparrow XML atlas for FNF mods, Starling, and Adobe Animate.
These engines slice the image themselves. The export is a uniform PNG, and you hand the engine the cell size and gutter it asks for.
Unity
Export a uniform PNG grid and slice it in the Sprite Editor.
GameMaker
Export a uniform strip and import it with Import Strip Image.
Construct 3
Export a zero-gutter strip for Import frames from sprite strip.
Defold
Export a uniform grid and wire it up as a Tile Source.
Three settings, every engine
Filtering off
Point, nearest, or no filter. Every engine defaults to linear, which is right for photos and wrong for pixels.
Exact frame size
Cell width, cell height, and gutter. One pixel off and every frame after the first drifts sideways.
Pivot and padding
Set the origin once per sprite, and pad the sheet so neighbouring frames never bleed into each other.
Ship the sheet.
Pack it, preview it, export the format your engine reads.