How to Import Sprite Sheets into Unity
Import a sprite sheet into Unity 2D: set Sprite Mode to Multiple, slice by cell size, fix pixel art blur with Point filtering and build an Animation clip.
· 6 min read
The short answer
To import a sprite sheet into Unity, drag the PNG into your Assets folder, set Texture Type to 'Sprite (2D and UI)' and Sprite Mode to 'Multiple', then open the Sprite Editor and use Slice → Grid By Cell Size with your frame width and height. Select the sliced frames and drag them into the Scene to create an animation. For pixel art, also set Filter Mode to 'Point (no filter)' and Compression to 'None'.
Before you start
The Sprite Editor comes from the 2D Sprite package, which is installed automatically in Unity's 2D templates. If the Sprite Editor button is missing in an existing 3D or URP project, install '2D Sprite' from Window → Package Manager.
You also need to know the frame size. If the sheet is a single horizontal row, the frame width is the image width divided by the number of frames and the height is the image height. SpriteLab sprite sheets are exactly this kind of strip: one row of equal-size frames on a transparent background.
Step-by-step import
These steps work in Unity 2022 LTS and Unity 6:
- 01Download the sprite (PNG) or the sprite sheet from SpriteLab.
- 02Drag the file into your Unity project's Assets folder.
- 03Select it and set Texture Type to 'Sprite (2D and UI)'. For pixel art set Filter Mode to 'Point (no filter)' and Compression to 'None'.
- 04For a sprite sheet set Sprite Mode to 'Multiple', open the Sprite Editor, choose Slice → Grid By Cell Size and enter the frame width and height (every SpriteLab frame has the same size), then Apply.
- 05Select the sliced frames and drag them into the Scene — Unity creates an Animation clip; adjust the sample rate (e.g. 8–12 fps).
Import settings that matter
Pixels Per Unit (PPU) decides how big the sprite is in world units. Set it to your tile or character size — for 32×32 sprites, a PPU of 32 makes one sprite exactly one Unity unit. Use the same PPU for every asset in the game so pixels line up between characters and tiles.
The pivot controls where the sprite is anchored. For characters, set the slice pivot to Bottom (or Bottom Center) so the feet sit on the ground and the sprite does not appear to sink or float when you swap animations.
- Filter Mode: Point (no filter) for pixel art; Bilinear for painted or vector-style art.
- Compression: None for small pixel art; compression adds colour artefacts.
- Max Size: at least as large as the texture's longest side, otherwise Unity downscales it.
- Mesh Type: Full Rect avoids occasional edge clipping on tightly packed frames.
- Generate Mip Maps: off for 2D sprites.
Creating and tuning the animation
When you drag several sliced sprites into the Scene at once, Unity asks where to save a new Animation clip and creates a GameObject with a Sprite Renderer and an Animator. Open Window → Animation → Animation to preview it. If the sample rate field is hidden, enable 'Show Sample Rate' from the window's options menu and set 8–12 for most pixel art.
To combine several animations (idle, walk, attack) on one character, add each clip to the same Animator Controller and connect them with transitions driven by parameters such as a 'Speed' float. For snappy 2D games, turn off 'Has Exit Time' and set transition duration to 0 so frames switch instantly.

Fixing common problems
- Blurry pixel art: Filter Mode is not Point, compression is on, or the camera is not scaling by whole numbers. Add the Pixel Perfect Camera component (URP 2D or the 2D Pixel Perfect package) with matching PPU.
- Thin lines or bleeding between frames: use Point filtering, turn off mip maps, and if needed add padding when slicing or pack sprites into a Sprite Atlas with padding.
- Character jitters while animating: frames have different pivots or the character is not on the same baseline in every frame. Use a consistent Bottom pivot.
- Wrong number of frames after slicing: the cell size does not divide the image exactly. Recheck the frame width and height.
Frequently asked questions
Why is the Sprite Editor button greyed out in Unity?
Either the texture is not set to 'Sprite (2D and UI)' or the 2D Sprite package is not installed. Change the Texture Type, click Apply, and install the package from the Package Manager if needed.
Should I use Grid By Cell Size or Automatic slicing?
Use Grid By Cell Size for animation sheets. Automatic slicing trims each frame to its visible pixels, giving frames different sizes and pivots, which makes animations jitter.
What Pixels Per Unit should I use?
Match your base sprite or tile size, such as 16 or 32, and keep it identical across all assets in the project.
Can SpriteLab export a Unity project or prefab?
No. SpriteLab exports standard PNG sprites, horizontal sprite sheets, frame ZIPs and GIFs, which you import with the normal Unity workflow above.