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Export turns a Pixelate Asset into ready-to-use files in your project: sliced sprite sheets, and optionally Animation Clips, an Animator Controller, a Sprite Library and normal maps. This page covers what Export writes, every Output setting, re-exporting, and how to use the result in a game.

Export a Pixelate Asset

1

Check the Preview

The Preview shows exactly what Export writes. Check each view and clip.
2

Click Export

Export is the button at the top of the Pixelate Asset Inspector. A progress bar shows each sheet being captured. Click Cancel to stop; nothing is changed on disk.
3

Find the files

When the export is done, a message under the button lists what was written, for example Exported 4 textures and 4 animation clips to the Output folder., and the first sprite sheet is highlighted in the Project window. The Console has the full list of files.
If something blocks the export, such as a missing Source or an invalid file name, the Export button’s tooltip starts with Can’t export: and names the problem and its fix. Clicking Export anyway shows the messages under the button. See Messages. The Inspector is locked while an export runs, so settings can’t change halfway.

What Export writes

Sprite sheets are unlit unless the Lighting effect’s Export Lit Sprites is on. Everything else in the Style Profile (palette, dithering, lines, cleanup) is baked into the sheets.

File layout

For the UnityChan sample (File Name Player, clips Run and Jump, views Right and Left), Export writes:
The clip folder is named after the clip. A still capture uses Static (for example Chest/Static/Chest_Static_SW.png), and a particle system uses Particles (Particles_0, Particles_1 and so on with several seed variations).

How sheets are imported

Every sheet is imported as a sprite sheet that’s ready to use, so you don’t need to touch its import settings:
  • Texture Type Sprite, Sprite Mode Multiple, sliced on a fixed grid: one sprite per frame, named {Sheet}_0, {Sheet}_1 and so on, left to right and top to bottom.
  • Every frame of a sheet has the same size and the same pivot, so sprites never jitter between frames.
  • Pixels Per Unit comes from the Style Profile’s Profile Settings.
  • Filter Mode is Point when the profile’s Pixelated option is on (the default), Bilinear otherwise.
  • No compression, no mipmaps, Clamp wrap mode, alpha used as transparency.
When you export again, the sprites keep their IDs, so SpriteRenderers, prefabs and animations that use them stay connected.

Output settings

The Output section of the Pixelate Asset Inspector decides where files go, how they are named and what else Export creates. New Pixelate Assets take their Output Folder, File Name Pattern, Pivot, Create Animation Clips and Overwrite Existing from the project defaults in Settings. Existing assets keep their own values.

Output Folder

  • Click the field to choose a folder. It must be inside your project’s Assets folder.
  • Right-click the field for Choose Folder… and Use Same Folder as This Asset, which clears the field.
  • The grey line under the file name fields shows the exact folder, for example Exports to Assets/Characters/Player/. Hover it for the full path when it’s shortened.
If the project default Output Location is a Fixed Folder with Subfolder per Asset (see Settings), each new asset gets its own Output Folder inside the fixed folder, named after the Pixelate Asset: with the fixed folder Assets/Exports, a new asset named Chest gets the Output Folder Assets/Exports/Chest. It is filled in as a real folder when the asset is created, so it doesn’t change if you rename the asset later. That gives each asset its own folder, even when two assets share a File Name. You can also type {Asset} in the Output Folder yourself. It stands for the Pixelate Asset’s name and is resolved when you export. Exports always stay inside Assets. On Windows, a path longer than 259 characters is refused with an error; use a shorter Output Folder or File Name.
Two Pixelate Assets with the same Output Folder and File Name would overwrite each other’s sheets. A warning names the other assets; give each one its own File Name.

File names

File Name Pattern builds each sheet’s file name from four tokens: The pattern must contain {Clip} and {View}, so every sheet gets its own file. Leave it empty to use the default, {File}_{Clip}_{View}. The field applies your change when you press Enter or click away. Normal maps add the Lighting effect’s Normal Map Suffix (_N by default), and .png is added for you. Examples for the UnityChan sample (Pixelate Asset UnityChan, File Name Player, clip Run, view Right): The pattern changes only file names. Folders are always {Output Folder}/{File Name}/{Clip}/. Animation Clips take the name of their sheet. A pattern with an unknown token, a stray brace, a character that isn’t allowed in file names, or a period at the end shows an error until you fix it.

Pivot

Output section with Pivot set to Bottom Center (Feet) To see the pivot, turn on Show Pivot in the Preview’s gear menu. To start new assets with a different pivot, set Default Pivot in Settings.

Animation Clips, Animator Controller and Sprite Library

Output options Create Animation Clips, Create Animator Controller and Create Sprite Library These options only show when they apply, and a hidden option never changes the export.
Shown when the asset is animated: a particle system, or a model or prefab with at least one clip. Export writes one .anim per sheet, next to it and named like it. The clip changes the Sprite of a SpriteRenderer on the same GameObject as the Animator, one frame at a time at the clip’s FPS. It loops when the source clip has Loop Time on (for particles, when the first Particle System has Looping on).Export again to update the clips in place. References to them, and curves or events you added, stay intact.
Shown under Create Animation Clips while it’s on and the asset has more than one clip (or seed variation) or more than one camera view. Export writes {File Name}.controller:
  • With one view: one state per clip, named after the clip, in the Base Layer.
  • With several views: one sub-state machine per view, named after its Label, each with a state per clip.
  • The first clip of the first view is the default state. No parameters or transitions are added, so you can wire them up for your game.
Export again to update the states’ clips. Transitions, parameters, extra states and layers you added are kept.
Shown only when the 2D Animation package is installed. Export writes {File Name}_SpriteLibrary.asset. Each sheet becomes a category named {Clip}_{View} (for example Run_Right) and each frame a label (0, 1, 2, …), so a Sprite Resolver can switch direction by category and frame by label.Export again to update the categories. Frames past the new frame count are removed, and categories you added are kept.

Normal maps for 2D lights

When the Style Profile has a Lighting effect with Export Normal Map on, Export also writes a normal map for every sheet into a Normals folder, named with the effect’s Normal Map Suffix. Each normal map is linked to its sprite sheet as the _NormalMap secondary texture, so sprites react to URP 2D Lights with no extra setup. An exported sprite lit by a URP 2D point light from the left and right, with the normal map on and off

Re-export and outdated assets

Export again whenever you change the asset, its Style Profile or its source. What happens to earlier files depends on Overwrite Existing:
  • On (the default): sheets, Animation Clips, the Animator Controller and the Sprite Library are updated in place. Their GUIDs stay the same, so everything that uses them keeps working.
  • Off: Export leaves earlier files alone and writes new ones with a number, such as Player_Run_Right_1.png and Player_1.controller.
Export never deletes files. If you rename a clip or view, or change the File Name, the files from the old name stay where they are; delete them yourself when you no longer need them. The Pixelate Browser shows whether each asset needs exporting: Not Exported, Export Outdated or Up to Date. After you change the Output Folder or File Name, an asset shows Not Exported until you export it again.

Export many assets at once

To export several Pixelate Assets, open the Pixelate Browser, select them (or filter the list by Status to show only outdated ones) and click Export in the info strip, or right-click and choose Export. The assets export one after another with a progress bar:
  • Click Cancel or press Esc to stop after the current asset. Assets already exported stay exported.
  • If one asset fails, the others still export, and a list shows what failed and why.
Use Validate first to find problems in all selected assets without exporting.

Use the output in your game

1

Add a sprite to the scene

Expand an exported sheet in the Project window and drag its first sprite into the Scene or Hierarchy. Unity creates a GameObject with a Sprite Renderer.
2

Add an Animator

Add an Animator component to the same GameObject and assign the exported .controller to Controller. Without a generated controller, drag an exported .anim onto the GameObject in the Hierarchy, and Unity creates a controller for you.
3

Press Play

The default state plays. To switch clips or directions, add parameters and transitions in the Animator window, or call Animator.Play from a script, for example animator.Play("Base Layer.Right.Run") for the Run state in the Right view’s sub-state machine.
The exported Animation Clips animate the Sprite Renderer on the same GameObject as the Animator. Keep both components together, or the animation won’t find the sprite.
A few more tips:
  • Crisp pixels: use the same Pixels Per Unit in your game’s other 2D art, and a Pixel Perfect Camera set to that value.
  • Left and right: a side-scroller can export one side only and flip the sprite with the Sprite Renderer’s Flip X. See Typical setups.
  • Swap directions with the Sprite Library: add a Sprite Library component with the exported library and a Sprite Resolver on the sprite, then pick the category (Run_Right) and label (frame).
  • 2D lights: with URP’s 2D Renderer, sprites with exported normal maps use them automatically under 2D Lights. See Lighting.

Next steps

Settings

Set the export defaults for new Pixelate Assets.

Pixelate Browser

Find outdated assets and export many at once.