Game Engine Import Guide
Import spritesynth exports into Unity, Godot, and Tiled — sprite slicing, tilemaps, and resource files.
Overview
After exporting your characters, objects, and tilesets from spritesynth, the next step is importing them into your game engine. Each engine has a slightly different workflow, but the fundamentals are the same: slice sprite sheets into individual frames, set up tilemaps with collision data, and configure animations using the exported timing metadata.
Export Endpoints Reference
Start by exporting your assets:
curl -o character-export.zip https://api.spritesynth.com/v1/characters/{character_id}/export-zip \
-H "Authorization: Bearer YOUR_API_KEY"
curl -o object-export.zip https://api.spritesynth.com/v1/objects/{object_id}/export-zip \
-H "Authorization: Bearer YOUR_API_KEY"
curl -o tileset-export.zip https://api.spritesynth.com/v1/tilesets/{tileset_id}/export \
-H "Authorization: Bearer YOUR_API_KEY"Import into Unity
Character Sprite Sheet Setup
- Extract the exported ZIP into
Assets/Sprites/YourCharacter/. - Select the sprite sheet PNG in the Project window.
- In the Inspector, set:
- Sprite Mode →
Multiple - Pixels Per Unit → Match your pixel size (e.g., 32 for 32×32 sprites)
- Filter Mode →
Point (no filter)— essential for pixel art crispness - Compression →
None
- Sprite Mode →
- Click Sprite Editor → Slice → Grid by Cell Size → enter frame dimensions (32×32).
- Drag the sliced sprite sheet into the scene. Unity creates a Sprite Renderer.
- For animation: select the frames in the Animation window → create Animation Clip → set loop time based on
frame_duration_msin metadata.
Tileset Setup
- Import the tileset PNG into
Assets/Tilesets/. - Set the same pixel art import settings (Point filter, no compression).
- Open Window → 2D → Tile Palette → create new palette.
- Drag the sliced tileset into the Tile Palette window.
- Use the tile palette brush to paint levels on a Tilemap GameObject.
Import into Godot
Character Animation Setup
- Extract the exported ZIP into your project's
assets/characters/folder. - The ZIP includes
.tresresource files ready for import. - Drag the sprite sheet into the FileSystem dock. Godot auto-creates a SpriteFrames resource.
- In the SpriteFrames resource, set:
- Animation Speed → Use
1000 / frame_duration_msFPS (e.g., 150ms = ~6.7 FPS) - Filter →
Nearest(pixel art crispness)
- Animation Speed → Use
- Assign the SpriteFrames to an AnimatedSprite2D node.
Tileset Setup
- Import the tileset PNG into
assets/tilesets/. - Create a new
TileSetresource. - Add the tileset PNG as a tileset source.
- Set tile size to match export dimensions (e.g., 16×16).
- Configure collision polygons per tile where needed.
- Use a
TileMapLayernode with the TileSet to paint levels.
Import into Tiled
Tileset Import
- Create a new tileset in Tiled using File → New → Tileset.
- Browse to the exported tileset PNG.
- Set:
- Tile Width / Height → Match export dimensions
- Margin / Spacing → 0 (exported sprite sheets have no padding)
- Save the tileset as a
.tsxfile. - Use the tileset in your maps. Configure terrain sets for auto-tiling.
Terrain Sets and Auto-Tiling
- In the Tileset editor, go to the Terrain Sets tab.
- Define terrain types (grass, water, stone).
- Assign each tile to the appropriate terrain corner configuration.
- Enable auto-tiling and use the Terrain Brush to paint large areas instantly.
Tips
- Always use Point filtering — Linear filtering blurs pixel art. Set filter mode to Point (Nearest) in every engine.
- Match Pixels Per Unit — If your sprites are 16×16, set PPU to 16 in Unity or import scale to 1 in Godot.
- Metadata-driven animation — spritesynth's
metadata.jsoncontains frame durations. Write a script to read this and configure animations automatically. - Batch import — Use asset post-processing scripts in Unity or Godot to apply standard import settings to all spritesynth exports at once.
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