atlas.png, atlas1.png, atlas2.png, and so on.
Each sheet gets its own data file with the same naming pattern, except when using the Phaser 3 format, which combines all sheets into one JSON file.
Enable multipack
Enable via CLI
--multipack or set in the project file. When no --multipack flag is given on the CLI, packing stops with an error if sprites overflow a single sheet.GUI workflow
Open the Texture section of the settings panel and check Multipack. The project re-packs immediately. When the result has more than one sheet, all sheets appear side by side in the atlas preview. Pan and zoom apply to the entire group. Each sheet shows aSheet N: W×H label. The sprite list includes frames from all sheets. Clicking a sprite on any sheet selects it.
Output structure
With 600 sprites that do not fit on a 2048×2048 atlas:Sheet index suffixes start at
1 for the second sheet. The first sheet has no suffix.Loading multiple sheets
- PixiJS
- Phaser 3
- Unity
Load each sheet separately:
Technical details
Sprites are sorted by area descending and packed into the first sheet. When a sprite does not fit in the remaining space, it becomes the first sprite of the next sheet. Packing continues on the new sheet from the overflow list. When--data-format phaser3 is used, only one JSON file is written (named after the first sheet). It contains a textures array with one entry per sheet, so scene.load.multiatlas() loads all sheets from a single call.
Scale variants each run an independent multipack sequence, producing [email protected], [email protected], etc. when a suffix is configured.
Multi-pack with variants
When using multi-resolution variants with multipack, each variant may produce a different number of sheets:Sheet numbering is independent per variant. The @2x version might need 3 sheets while @1x only needs 2.
Best practices
- Set
max_widthandmax_heightto match your target platform’s texture size limits (commonly 2048×2048 for mobile, 4096×4096 for desktop) - Use power-of-two dimensions with
size_constraint = "pot"for better GPU compatibility - Test that your game engine can load multiple atlas files before relying on multipack in production
TexturePacker calls this “Multipack” and uses the same sheet numbering convention. Data files from FastPack load in the same way.