Everything you need to create, import, and animate sprite sheets in Godot 4. Generate a Godot-compatible sheet with XML TextureAtlas data, then wire it into AnimatedSprite2D, SpriteFrames, or AnimationPlayer.
Godot offers multiple ways to work with sprite sheets. Choose the approach that best fits your project.
The simplest approach. Create a SpriteFrames resource, import your sprite sheet, define animations with frame ranges. Best for simple character animations and effects.
More powerful and flexible. Use Sprite2D with Region enabled to reference sprite sheet areas. AnimationPlayer keyframes the region_rect property. Best for complex animations with variable timing.
Create AtlasTexture resources that reference regions of your sprite sheet. Combine with AnimatedSprite2D or use directly in code. Godot handles the UV mapping automatically.
Import the PNG + XML files from our tool. Godot can parse XML TextureAtlas format. Each SubTexture becomes a named region you can reference in code or the editor.
Complete workflow from creating your sprite sheet to animating it in Godot 4.
Upload your frame images to our Sprite Sheet Maker. Select Grid layout, set appropriate padding (1-2px), and choose XML TextureAtlas as your export format. Download the ZIP.
Place the PNG and XML files in your Godot project's res:// folder. Godot auto-imports the PNG as a Texture2D. You can then reference sprite regions using the XML coordinates.
Add an AnimatedSprite2D node. Create a new SpriteFrames resource. Add frames from your sprite sheet — either by manually setting regions or using an import plugin that reads the XML.
Define animation names (idle, walk, attack). Set frames per animation, adjust FPS, and enable/disable looping. Test directly in the Godot editor using the preview button.
Generate sprite sheets with XML TextureAtlas data for Godot 4, then continue with our broader sprite sheet guide or related conversion tools.