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 sheetIndexed, a row per action and side, grid or strip, padding, extrusion, power-of-two, split into pages.
JSONAseprite-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 4SpriteFrames (.tres): every action and side an animation, with its frame holds.
UnityThrough Unity’s Aseprite importer, or the PNG and JSON; lighting kits for palette-correct 2D lights.
GameMakerA 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 APNGPreviews and social posts, scaled by whole numbers.
VideoFor trailers and devlogs.
Normal, depth and emission mapsFor 2D lighting in your engine; shadow layers too.
Palettes.hex and .gpl, and palette variants: team colours, hit flash, night.
PICO-8A cartridge with the sprites, within PICO-8’s limits.
ZIPEverything 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.

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