Sprite sheets that slice cleanly in Unity
Even cells, one baseline, a frame count you can type straight into Grid By Cell Size.
Cleaning and previewing are free. Unmarked PNGs for your project need Basic ($4.99 once).
Unity's Sprite Editor slices on a fixed grid. That works beautifully when the sheet is a true grid and badly when it is not — automatic slicing on an uneven sheet gives you sprites of a dozen different sizes, pivots scattered around, and a character who bobs through the walk cycle. The fix is upstream: make the sheet even before Unity ever sees it. SpriteFix rebuilds the sheet into equal cells with the art bottom-aligned, so Grid By Cell Size with a bottom pivot gives a stable animation on the first try.
Sound familiar?
- Automatic slicing producing sprites of different sizes with inconsistent pivots.
- A character that bobs or sinks because each frame sits at a different height in its cell.
- Guessing cell width and height because the source sheet has uneven padding.
- Re-slicing the same sheet repeatedly whenever the artist re-exports it.
How to do it in SpriteFix
Clean the sheet in SpriteFix
Drop the sheet or the folder of poses and let SpriteFix rebuild it as an even strip.
Pick a power-of-two cell
Export at 32, 64, 128, or 256 px per cell. Unity is happiest when the cell size is a round number you can type in.
Note the frame count
The Ready panel tells you how many frames the strip holds — that is your column count in Unity.
Import and slice
In Unity set Sprite Mode to Multiple, open the Sprite Editor, choose Grid By Cell Size, and enter the cell size you exported.
Set the pivot to Bottom
Because SpriteFix bottom-aligns every frame, a Bottom pivot keeps the feet planted. Set Filter Mode to Point and Compression to None for pixel art.
What you get back
- A sheet that slices into identical sprites with one grid setting.
- Feet on one line, so the animation does not bob.
- Point-filter-friendly PNG output with real transparency.
- Optional sprites.json in Aseprite format with every frame's rect, if your pipeline reads one (Basic).
- Original file names on paid downloads, so your Unity asset references stay put.
What it will not do
- SpriteFix does not write Unity .meta files or animation clips — Unity slices the PNG with its own Sprite Editor.
- The Aseprite-format sprites.json we can include is read by Phaser, PixiJS and Cocos directly; in Unity it needs an importer plugin.
- It is not a texture atlas packer. One sheet in, one clean sheet out.
- Exports are PNG only, which is what Unity wants for sprites anyway.
We would rather tell you the limits here than have you find them after paying. Full list in the limitations chapter.
Free to try. $4.99 once to keep it clean.
Clean, preview, and play as much as you like for free — free PNG downloads carry a watermark. Basic removes the mark for life for $4.99 paid once. Pro ($14.99 once) adds grid cutting, per-frame ZIP export, and bigger batches. There is no subscription.
Questions people ask
- What cell size should I use for Unity?
- Export at 32, 64, 128, or 256 px and use the same number in Sprite Editor → Grid By Cell Size. Every SpriteFix cell is exactly that size, so the grid lines up with no leftover strip on the right.
- Why does my character bob after slicing?
- Because the frames are not aligned to a common baseline in the source sheet. SpriteFix bottom-aligns each frame inside its cell — pair that with a Bottom pivot in Unity and the bobbing stops.
- Does SpriteFix generate a Unity sprite atlas?
- No. It produces a clean PNG sheet or individual frame PNGs, and optionally a sprites.json in Aseprite format listing every frame's rectangle. Unity does not read that file without an importer plugin — its own Sprite Atlas and Sprite Editor handle packing and slicing.
- What import settings suit pixel art?
- Filter Mode: Point (no filter), Compression: None, and Pixels Per Unit matching your cell size. Keep Mip Maps off for 2D sprites.