Every format your engine wants
The Asset step is a graph too: one render can write several sheets and files at once, and the Export window writes it into a folder.
| PNG sprite sheet | Indexed, a row per action and side, grid or strip, padding, extrusion, power-of-two, split into pages. |
|---|---|
| JSON | Aseprite-compatible layout, with Pixor’s pivot, sides, frame ids, hitboxes, hurtboxes and bone sockets. |
| Aseprite | .aseprite with a tag per action and side, helper layers, and re-bakes that keep your paint. |
| Godot 4 | SpriteFrames (.tres): every action and side an animation, with its frame holds. |
| Unity | Through Unity’s Aseprite importer, or the PNG and JSON; lighting kits for palette-correct 2D lights. |
| GameMaker | A sheet or a strip per animation to import as a sprite, with the pivot in the JSON to set as its origin; the lighting kit’s shaders too. |
| GIF and APNG | Previews and social posts, scaled by whole numbers. |
| Video | For trailers and devlogs. |
| Normal, depth and emission maps | For 2D lighting in your engine; shadow layers too. |
| Palettes | .hex and .gpl, and palette variants: team colours, hit flash, night. |
| PICO-8 | A cartridge with the sprites, within PICO-8’s limits. |
| ZIP | Everything an Asset pipeline writes, in one file. |
The recipe travels with the file
Every PNG and .aseprite Pixor writes carries its recipe: drop it back on Pixor and the project that made it opens. The same project gives the same pixels, so a sheet can always be made again.
Engine guides: Godot · Unity · Aseprite · the full export manual.