Sprite Sheet Slicing Off — Fix Margin, Spacing and Drift
When slices start right and drift a little further with every column, the sheet has spacing between its cells that the grid ignores; when the first row or column is clipped, it has a margin around the edge. Irregular sheets without a grid and coloured backgrounds cause most of the other slicing trouble.

- Godot 4Verified· Godot 4.7.2
- Unity 6Verified· Unity 6000.5.3f1
- Phaser 3 / 4Verified· Phaser 3.90 + 4.2
- PixiJS 8Verified· PixiJS 8.21
- Aseprite JSONVerified· Phaser load.aseprite · PixiJS 8.21
- .asepriteVerified· Aseprite 1.3.18
- Spine / libGDXVerified· spine-canvas 4.2
- Starling / Sparrow XMLVerified· Phaser 4.2
- LÖVEVerified· LÖVE 11.5
- DefoldBuilt· Defold bob.jar 1.13.1
- GameMakerUNVERIFIED
- CSS spritesVerified· Chromium
- GIF / APNGDecoded· Pillow
What it does
- The import measures cell size, margin and spacing from the transparent gaps in the art and ranks several grids, each with a confidence and the reasons behind it.
- A grid that splits sprites, cuts through them or leaves pixels outside its cells loses to one that does not; the first reading stays in the list as an alternative.
- Custom grid: type the cell width and height, Offset X/Y (the margin) and Gap X/Y (the spacing), or drag the first cell in Sheet view. The count of whole cells that fit, and the pixels left over, update as you go.
- Islands (irregular sheet) cuts each sprite by its own transparent border; small effect pieces stay attached, and pieces that fit no frame turn red.
- A magenta or flat background is keyed to transparency with the original kept for undo, and cells without pixels are skipped instead of becoming blank frames.
How to do it
- Drop the sheet into the Sprite workspace; nothing is cut yet.
- Look at the preview: if slices drift, choose another grid or open Custom grid and set the gap.
- If the first row or column is clipped, set the offset; for sprites of mixed sizes switch to Islands.
- Press Apply (one undo step), then drag any frame region that is still off in Sheet view (`).
Slicing symptoms and what to set
| Symptom | Cause | What to set |
|---|---|---|
| Each column is further off than the one before | Spacing between cells | Gap X (and Gap Y for rows) |
| First row or column clipped, the last one shows extra pixels | A margin around the sheet | Offset X / Offset Y |
| An empty frame at the end of a row | A partly filled last row | Nothing: cells without pixels are skipped |
| Sprites cut in half, frames of different sizes | No regular grid | Islands (irregular sheet) |
| A coloured box around every frame | Magenta or flat background | Key colour to transparent |
| Sparks or dust left outside the frames | Pieces too far from any sprite | Shown in red; drag the frame region to include them |
| Cut right, but the sprite jumps when played | Art placed unevenly inside the cells | Align frames after Apply |
Engine exports and how each was checked
"Verified" means the exported files were loaded by the real engine or tool on real CC0 assets and the result was compared with the source. Anything that was not loaded is labelled as such.
| Target | Files | Check |
|---|---|---|
| Godot 4 | .tres SpriteFrames · .tscn AnimatedSprite2D · .png.import | Verified Godot 4.7.2Loaded by Godot; every animation frame drawn and compared with the source file. The scene uses Nearest filtering; rotation is never used. |
| Unity 6 | .unity.json · Editor/NerulioSpriteImporter.cs · AnimationClip | Verified Unity 6000.5.3f1Batch mode: sprite rects, pivots, pixels, clip keys and durations checked. |
| Phaser 3 / 4 | atlas JSON (multiatlas) · .anims.json | Verified Phaser 3.90 + 4.2Frames and animations drawn by both versions. |
| PixiJS 8 | spritesheet JSON · animations · anchor · meta.scale | Verified PixiJS 8.21Rotated and multi-page atlases included. |
| Aseprite JSON | hash / array · frameTags · slices | Verified Phaser load.aseprite · PixiJS 8.21Tags keep their direction and repeat count. |
| .aseprite | layers · tags · durations · slices | Verified Aseprite 1.3.18Opened and rendered by the Aseprite command line. |
| Spine / libGDX | .atlas | Verified spine-canvas 4.2Every region drawn by the Spine runtime, rotated and trimmed; libGDX itself was not run. |
| Starling / Sparrow XML | XML per page | Verified Phaser 4.2Phaser 3.90 draws trimmed XML frames wrongly (its own bug); the "Sparrow XML (Phaser 3)" preset turns trim off and passes in 3.90 and 4.2. |
| LÖVE | Lua quads · nerulio_atlas.lua · main.lua | Verified LÖVE 11.5Every frame drawn and every animation stepped through the shipped helper. |
| Defold | .atlas · .tilesource | Built Defold bob.jar 1.13.1Built by Defold's command-line builder; the built texture's UVs were read back. |
| GameMaker | spr_<name>_stripN.png · gamemaker.json | UNVERIFIEDNot loaded in GameMaker (no headless GameMaker). The strips are cut the way its strip importer cuts them. |
| CSS sprites | .css · preview .html | Verified ChromiumEvery class drawn from the shipped stylesheet. |
| GIF / APNG | one file per animation | Decoded PillowEvery frame and delay decoded again after export; APNG is exact. |
Evidence
GIF decoder: 408 of 408 frames identical to Pillow on 29 real GIFs; APNG 132 of 132 on 16 files. .aseprite: 231 corpus files imported, re-written and reopened in Aseprite 1.3.18 with the same tags, durations and pixels (231/231). Exports: 49 runs in the real engines on real CC0 assets, 47 pass — the 2 failures are Phaser 3.90's trimmed-XML bug, which the Phaser 3 preset avoids.
Limits
- A grid or island guess is a preview with a confidence; nothing is cut until you press Apply, and every choice has one-click alternatives.
- .aseprite files whose layers do not compose exactly (e.g. group opacity) are imported flattened, and the Import panel says why.
- Rotated frames in an imported atlas stay rotated; their export is UNVERIFIED.
- Images up to 32,768 px per side (268 million pixels), subject to your browser's memory.
Questions
Why is each column a few pixels further off than the last?
The sheet has spacing between cells. Every cell adds that gap, so the error grows across the row. Set Gap X (and Gap Y if rows drift too); the preview moves before anything is cut.
Why do I get an empty frame at the end?
Usually the last row is only partly filled. Cells without pixels are skipped, so they never become frames. If pixels are left over at the right or bottom, the grid panel says how many.
The frames are cut right, but the character bobs when played.
That is the art, not the slicing: each frame sits at a slightly different spot inside its cell. After Apply, Align frames measures the wobble in pixels and fixes it with whole-pixel moves.
Why is there a pink box around every frame?
The background colour was not keyed. The import normally proposes it for magenta or flat backgrounds; if it did not, pick the key-colour alternative in the import panel. The original stays in the project for undo.
Is it free, and do I need an account?
Everything on these pages is free and works without an account. There is no watermark and no export that is held back.
Are my sprites uploaded?
No. The Studio decodes, packs and exports in this browser tab. Projects are autosaved in the browser (IndexedDB) and can be saved as a .nerulio file.
Does it need Aseprite or an engine plugin installed?
No. .aseprite files are read and written in the browser, and each engine bundle carries what that engine needs (for Godot, the import settings and scene; for Unity and the Godot TileSet, a small editor script).