> ## Documentation Index
> Fetch the complete documentation index at: https://docs.pixelatestudio.tomblack.ca/llms.txt
> Use this file to discover all available pages before exploring further.

# Quick start

> Create a Pixelate Asset from a model, preview it and export sprite sheets in under a minute.

This page takes you from a 3D model to sliced sprite sheets with default settings. The defaults already look like pixel art, so you can tune later.

**You need:** Unity 6.0 LTS or newer with the Built-In Render Pipeline or URP, and a model, prefab or particle prefab in your project.

<Steps>
  <Step title="Create a Pixelate Asset from your model">
    In the Project window, select one or more models, prefabs or particle prefabs. Then choose **Assets > Create > Pixelate > Pixelate Asset** (also in the Project window's right-click **Create** menu).

    Pixelate Pro creates one Pixelate Asset per source, next to it, named after the source (`{source name}.asset`). Each new asset is ready to preview:

    * **Source** is assigned.
    * **Cell Size** and **Camera Offset** are fitted around the model so the whole thing is in frame.
    * Animation clips the model imports are added to **Animation**.
    * A Style Profile is linked. If your project has none of its own yet (the sample profiles don't count), Pixelate Pro creates `StyleProfile_Default` with an automatic color palette and lighting.

    The first new asset is selected, so its settings open in the Inspector.
  </Step>

  <Step title="Look at the Preview">
    The Preview sits at the bottom of the Inspector. It shows exactly what Export writes. Use the toolbar to pick a clip, press play, switch the camera view, or switch between **Lit**, **Unlit** and **Normal**.

    <img src="https://mintcdn.com/pixelate-studio/DbhZ9NuI41cwifFq/images/preview-toolbar.png?fit=max&auto=format&n=DbhZ9NuI41cwifFq&q=85&s=a72849009b8c1c3891ec403c743674d4" alt="Inspector Preview showing a running pixel-art character, with the clip menu, play button, view menu, draw mode menu and gear menu in the toolbar" width="989" height="598" data-path="images/preview-toolbar.png" />

    If the preview is not open, drag the Preview bar at the bottom of the Inspector up, or click it.
  </Step>

  <Step title="Export">
    Click **Export** at the top of the Inspector. A short status message appears under the button when it finishes, for example `Exported 4 textures and 2 animation clips`.

    By default the sprites land next to your Pixelate Asset:

    ```text theme={null}
    Assets/Characters/
      Knight.asset
      Knight/
        Run/
          Knight_Run_Front.png      (sliced sprite sheet)
          Knight_Run_Front.anim     (Animation Clip)
          Normals/
            Knight_Run_Front_N.png  (normal map)
        Idle/
          ...
    ```

    Every sheet is imported as a Sprite (Multiple), sliced on a fixed grid, with Point filtering and your profile's Pixels Per Unit.
  </Step>
</Steps>

<Check>
  Drag one of the exported `.anim` files onto a GameObject that has a SpriteRenderer, press Play, and the character runs.
</Check>

Want to see finished setups first? Choose **Pixelate > Samples**, select any sample Pixelate Asset and click **Export**. **Pixelate > Quick Start** shows a short version of this page inside Unity.

## Next steps

<Columns cols={2}>
  <Card title="Add directions" icon="compass" href="/guides/pixelate-asset#camera-views-and-directions">
    Capture 4, 8 or 16 directions for top-down characters.
  </Card>

  <Card title="Tune the look" icon="palette" href="/guides/style-profiles">
    Change palette, lines, dithering and lighting for every asset that shares the profile.
  </Card>

  <Card title="Game-ready outputs" icon="file-output" href="/guides/pixelate-asset#output">
    Animator Controllers, Sprite Libraries and normal maps for 2D lights.
  </Card>

  <Card title="Many assets at once" icon="layout-list" href="/guides/browser">
    Validate and export a whole project from the Browser window.
  </Card>
</Columns>


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