--- sidebar_position: 2 --- # Texture Packer ## Overview This guide explains how to use a **Texture Packer** workflow to bundle multiple image assets into a single atlas texture file. This enhances performance by reducing draw calls and improving load times. ![Overview](./img/texture-overview.png) --- ## Configuration ### Prepare Assets Place finalized image assets into the `Raw-Assets` folder. These assets will be included in the texture atlas. --- ### Create a New Sprite Sheet 1. Launch **TexturePacker** 2. Drag and drop your image assets 3. Set **Data Format** to: - `Cocos2d-x` or - `Cocos Creator` 4. Configure atlas settings such as: - Max size - Padding - Trimming options 5. Set output location 6. Configure scaling variants (explained below) ![Settings](./img/setting-texture-packer.png) --- #### Recommended Settings | Option | Value | |---------------------|------------------| | Trim Mode | Trim | | Texture Format | **PNG-32** | | Max Size | **2048x2048** | | Force Squared | Enabled | | Export Multipack | Manual | | Allow Rotation | Enabled | --- #### Scaling Variants Settings **Scaling Variants** allow you to export multiple resolution versions of the same atlas (e.g., desktop vs. mobile). ##### Setup Steps 1. Open the **Scaling Variants** panel 2. Set **Preset** to `Custom` 3. Click **Add** to create new variants | Variant Name | Scale | Suffix | |--------------|--------|---------| | desktop | 1.0 | *(none)* | | mobile | 0.7 | `@0.7x` | ##### Example Scaling Variants ![Scaling](./img/scaling-variants.png) --- ## Export Output When exporting, TexturePacker generates: - `.png` — Sprite atlas image - `.plist` / `.json` — Metadata with frame coordinates and dimensions Example: ![folder](./img/texture-folder.png) ![File](./img/texture-files.png) ---