Aseprite Manual
aseprite_manual
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Aseprite Importer Manual
Index
Exporting .ase files..........................................................................................................................1
Export options.............................................................................................................................1
Importing Animations......................................................................................................................2
Tags and Custom Configuration..................................................................................................3
Exporting .ase files
Before you can export .ase files, you need to select the aseprite executable in Aseprite executable
file.
In order to export an .ase file to a png spritesheet and a json atlas, you need to choose the Use
aseprite file tab and select the file (it has to be inside your project asset folder).
If you activate Import spritesheet, it will create the spritesheet using Unity's tools. If you activate
Import animation, it will create animations using the information in the exported json. You can
import animation without importing the spritesheet but it's not recommended.
Export options
•Border will create a border around sprites
•Pivot sets the pivot in the sprites, it works the same way as in the Image inspector
•Animation type will set the component to be animated, it can either be a SpriteRenderer or
an Image (UI)
Border
Importing Animations
You can either import animations from a spritesheet and atlas or you can do it directly from an .ase
file.
In order to import animations from a spritesheet and altas, you need to choose the Use spritesheet
and atlas tab and choose the respective files.
If you don't have the spritesheet already separated into sprites (ie: you created the files using
aseprite separately), you need to select Import spritesheet.
Animations will be created considering the frame durations set in aseprite, so they should run just as
they run in aseprite.
If you activate Create prefab, a prefab and an animator controller will be created with
everything set. You can drag it to your scene and start using it.
Tags and Custom Configuration
If your file has animations separated in tags, you need to activate “Use tags”. You can add options
in your tags that will only affect separate animations or single frames, you just need to add the
option with a “-” at the beginning.
You can add -noloop to an animation tag so it doesn't loop (otherwise it will loop). And you can add
-event or -event+ to a single frame (it still needs to have the animation name in the tag) to create an
event on the unity animation, -event will create it in the selected frame and -event+ will create it in
the following frame (I created this so you can put events on the last frame of an animation because
the last frame on aseprite is the previous to last on unity).
The format for an events is:
tagName-event:FunctionName,Parameter
It can take one string parameter or none.
If you don't use custom configurations, you can choose if all animations will loop with the option
Loop animation.
If you don't activate Use tags, it will be imported as one single animation.