VIZICUBE LOCAL GAME ASSET TOOL

V-Packer

Pack images into one or more atlases and export data for Godot, Unity, or Unreal. Existing coordinates stay fixed when more images are added later.

100% on-device · No server upload
Atlas work
Project file
Engine output
Originals

Add images to begin.

Atlas preview

Drop PNG · JPEG · WebP filesSelect multiple files at once. Up to 25MB per file.

Originals, projects, and atlases are never sent to or stored on an external server.

V-PACKER EXPORT GUIDE

Using the package in a game engine

Choose an export format, create the ZIP package, and follow the instructions for your engine.

Godot 4

  1. Extract the ZIP and copy atlas_0.png and godot/atlas_0.tres into the same folder in your Godot project.
  2. Select the .tres file in FileSystem or assign it as a resource to Sprite2D or AnimatedSprite2D.
  3. For multiple atlases, copy each matching PNG and .tres pair together.

Unity

  1. Copy atlas_0.png and unity/atlas_0.unity.json, without renaming them, into the same folder under Assets. For updates, overwrite the PNG in place instead of deleting it.
  2. Create Assets/Editor and place VizicubeSpriteImporter.cs inside it.
  3. After Unity compiles the script, Reimport the PNG to slice it automatically in Multiple Sprite mode.

Unity 2021.2 or newer is recommended. VizicubeSpriteImporter.cs applies stable Sprite IDs and belongs in Assets/Editor, not on the web server.

Unreal Engine

  1. Import atlas_0.png as a Texture and configure its Texture Group and filtering for your project.
  2. Use unreal/unreal-sprites.csv as coordinate data for a Data Table or an Editor Utility.
  3. Create Paper2D Sprite regions from X, Y, Width, and Height, then apply PivotX and PivotY.

The Unreal CSV contains coordinate data; this version does not create sprites automatically.