Export as generic atlas
The Generic atlas engine packs every asset in a pack into one PNG and emits a JSON manifest mapping each asset slug to its rectangle inside the atlas. Pack-scope only (Pro).
Use this when your engine isn’t one of the named presets but you still want a single texture file with a sidecar manifest.
What you get
Section titled “What you get”A .zip containing:
atlas.png- the packed atlas image (power-of-two sized)atlas.json- the TexturePacker JSON-Hash manifest mapping each asset slug to its rectangle in the atlasREADME.txt- a short note with per-engine loading snippets (Phaser, Babylon, Three.js, Godot, Unity)
The manifest format
Section titled “The manifest format”Hexcalibur emits the TexturePacker JSON-Hash format, which Phaser, Babylon, and most engine atlas loaders read natively:
{ "frames": { "<asset-slug>": { "frame": { "x": 0, "y": 0, "w": 32, "h": 32 }, "rotated": false, "trimmed": false, "spriteSourceSize": { "x": 0, "y": 0, "w": 32, "h": 32 }, "sourceSize": { "w": 32, "h": 32 } } }, "meta": { "app": "Hexcalibur", "version": "1.0", "image": "atlas.png", "format": "RGBA8888", "size": { "w": 256, "h": 256 }, "scale": "1" }}frames- keyed by asset slug, each value describes the slug’s rectangle inside the atlasmeta- atlas-level metadata (the atlas image name, total size, pixel format)rotatedandtrimmedare alwaysfalsefor Hexcalibur output (voxel blocks are uniform-size and edge-to-edge); the fields are included anyway because strict loaders look them up by key.
Atlas packing
Section titled “Atlas packing”The shelf-pack algorithm lays tiles out left-to-right, top-to-bottom into rows. The atlas size is the smallest power-of-two square that fits every tile. No padding by default.
For dense packs of similarly-sized tiles, this is near-optimal. For mixed sizes, expect some wasted space - the trade-off for the simple manifest format.
When to use this engine
Section titled “When to use this engine”- You’re targeting Phaser, Babylon, Three.js, Godot, or Unity
- all of these consume TexturePacker JSON-Hash via library or hand-rolled loader (the in-zip README has per-engine snippets)
- Your engine isn’t Minecraft Java / Bedrock / Tiled but understands TexturePacker manifests
- You want a portable atlas that doesn’t bake in any Minecraft-specific assumptions
For Minecraft, use the Java or Bedrock engine. For Tiled, use the Tiled engine.