Skip to main content
Pixelate captures and slices sprite sheets. It does not create .anim files during capture.

Create an animation clip

1

Select the sprite sheet

In the Project window, select the PNG generated by Pixelate.
2

Create the animation

Use Unity’s Animation window or your preferred sprite-animation workflow to create an .anim clip from the sliced sprites.
3

Find the clip

Save the .anim clip in your project, usually near the generated sprite sheet.
4

Assign the clip

Add the clip to your Animator Controller or drag it onto a Sprite Renderer GameObject.

Verify slices

Open the generated PNG in Unity’s Sprite Editor if you need to inspect the frames. Pixelate slices from top-left to bottom-right using Camera > Cell Size and Output > Pivot.

Normal-map animations

For lit animations, use a Sprite-Lit material in URP. Pixelate links each generated _N.png to its matching diffuse atlas as a secondary texture, so URP can read the normal map from the sprite.
1

Create a material for the clip

Use Universal Render Pipeline/2D/Sprite-Lit-Default in URP projects. URP is recommended because Pixelate’s demo content is built for it and it supports 2D lighting with normal maps out of the box.
2

Use the generated sprites

Build the animation from the sliced sprites in the generated diffuse atlas. The matching normal-map atlas is already linked to those sprites.
3

Assign the material

Set the material on the Sprite Renderer that plays the animation.
If normal-map lighting looks flat, check that the Sprite Renderer uses a Sprite-Lit material and the scene’s Light2D has Normal Maps enabled.