Animation mode steps through every frame of anDocumentation Index
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AnimationClip and renders each one into a sprite sheet atlas. You assign one or more clips to the Source Clips array, and Pixelate produces a separate sprite sheet PNG for every clip — named after both the target and the clip so files stay organized. After the atlas is written to disk, AutoSpriteSlicer.Slice() runs automatically to divide it into individual frames, applying your configured pivot to each one. Animation mode is the right choice for any character or object that moves: walk cycles, attack animations, idle loops, and similar frame-by-frame content.
When to use Animation mode
- Character locomotion (walk, run, jump)
- Combat animations (attack, block, death)
- Idle loops and environmental animations
- Any asset driven by
AnimationClipassets in your project
Setting up Animation mode
Open the PixelateCaptureManager inspector
Select the
PixelateCaptureManager GameObject in your scene to open the Pixelate inspector.Select Animation in the toolbar
Click the Animation button in the capture-type toolbar at the top of the inspector.
Assign a target
Set the Target field to the animated GameObject you want to capture. The target must have an
Animator or Animation component with the clips you intend to use.Assign source clips
Populate the Source Clips array with the
AnimationClip assets to capture. Add one entry per clip. Pixelate processes each clip in sequence and saves a separate sprite sheet for each.Configure frame rate and cell size
Set Frames Per Second to control how many frames are sampled per second of animation. Adjust Cell Size to match your pixel-art resolution.
Preview with the Current Frame slider
Drag the Current Frame slider to scrub through any frame of the selected clip in real time. Use this to verify that your camera framing and cell size look correct before committing to a full capture.
Each clip in the Source Clips array produces its own sprite sheet. You can batch-capture an entire character’s animation set in a single click.
Settings
The animated GameObject to render. It must have the animation clips assigned in the Source Clips array playable on it.
One or more
AnimationClip assets to capture. Pixelate captures each clip independently and saves a separate sprite sheet per clip.The sampling rate used to determine how many frames to render from each clip. The total frame count per clip is computed as:Higher values produce smoother animations at the cost of larger atlases and longer capture times.
The pixel dimensions of each individual frame in the sprite sheet (width × height).
The sprite pivot point applied to every frame when the sprite sheet is sliced.
(0.5, 0.5) is center; (0.5, 0) is bottom-center.When enabled, Pixelate produces a second sprite sheet containing normal map data for every frame of the animation.
Applies pixelation filtering to each rendered frame. Disable for smooth output.
The folder path (relative to
Assets) where sprite sheet PNGs are saved.Atlas sizing
Pixelate automatically calculates the atlas dimensions needed to fit all frames. It arranges frames into a square grid:cellSize × gridSize on each axis, capped at 4096 × 4096. You don’t need to configure atlas dimensions manually.
Output
For each clip in your Source Clips array, Pixelate writes the following files:| File | Condition |
|---|---|
{TargetName}_{ClipName}.png | Always |
{TargetName}_{ClipName}_NormalMap.png | Only when Create Normal Map is enabled |
{TargetName}_Palette.png | Only when auto-palette is enabled |
AutoSpriteSlicer.Slice() runs on each atlas. It slices the sprite sheet into individual frames using your Cell Size, assigns the configured pivot to every frame, and imports the texture as a Sprite asset — ready to use in an Animator or SpriteRenderer.