SpriteDock for Unity
Copy three kinds of file into Assets/ and the sheet is already sliced, filtered for pixel art, and animated: drag a clip onto a SpriteRenderer.
Make a Unity characterFree sign-up, 100 credits, no card. Your prompt comes with you: “An archer in a green cloak, side view, platformer”


Why getting sprites into Unity takes so long
Importing a pixel-art sheet into Unity usually means switching it to Multiple sprite mode, slicing it in the Sprite Editor, setting pixels per unit, turning off filtering and compression, then building every Animation Clip frame by frame.
SpriteDock writes the sheet's .meta with all of that already set, and one .anim per animation with its sample rate, loop setting and every frame keyed in order.
How it works
- Make the characterDescribe it, then generate idle, walk, run, jump and attack as one Platformer set.
- Export with Unity onTurn on Unity under For your engine in the export dialog. You get the sheet, its .meta, one .anim per clip and a readme.
- Drop it inCopy the files into Assets/ together, then drag a .anim onto a GameObject with a SpriteRenderer. Unity makes the Animator Controller.
What you download
- <name>_sheet.png + .metaThe sheet, sliced one sprite per cell, Point filtering, no compression, pixels per unit from the sprite's resolution.
- <clip>.animOne Animation Clip per animation, at the clip's frame rate, looping when the clip loops.
- README-unity.txtThe import steps, and the list of clips.
- Aseprite fileAn .aseprite with your palette embedded and one tagged clip per animation.
Keep going
Questions
Which Unity version does the export target?
Unity 2021.3 or newer.
Do I need to slice the sheet in the Sprite Editor?
No. The .meta already holds one sprite per cell, with its rect and a bottom-centre pivot.
Will re-exporting break my scene's references?
No. The sheet's guid and sprite IDs are derived from the asset, so exporting the same asset again produces the same IDs.
Where is the Animator Controller?
Unity creates it when you drag a .anim onto a GameObject that has a SpriteRenderer.
Is it free to try?
Yes. Every account starts with 100 free credits, once, with no card. Exporting costs no credits.
Your next Unity character, already sliced.
100 free credits, no card.