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Import an animation into Unity

Import the Unity pack with its texture metadata intact, build a sprite animation, and verify frame order, scale, pivot, and transparency.

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Export the Unity pack

Choose unity_pack in the export dialog or public request. Review the export entitlement and quote, wait for the export, and download the ZIP's bytes.

The package contains spritesheet.png, spritesheet.png.meta, companion JSON, animgen-manifest.json, and a README. Extract the package into a new folder so you do not overwrite an existing Unity asset or its GUID accidentally.

Import texture and metadata together

Copy the complete exported folder into your Unity project's Assets directory, preserving the adjacent PNG and .meta filenames. The metadata configures the texture as multiple sprites and carries the exported rectangles and pivots. If Unity imports the PNG first without its metadata, it can create different import settings.

Select the texture in the Project window and check Sprite (2D and UI) and Multiple. Inspect the slices in Sprite Editor; Unity documents those controls in its Sprite Editor guide.

Do not automatically re-slice by opaque bounds: it can change consistent frame sizes, alignment, or transparent padding. If a Unity version needs manual repair, use the exported frame rectangles and pivot, not a guessed grid.

Create the animation you need

The pack provides imported sprite assets, not a prebuilt Animator controller or game state machine. Use the sprites in numeric suffix order (_0000, _0001, and so on) to create an Animation Clip using your project's animation workflow. Unity sprite names use the export job ID as their prefix; the companion JSON's frame names use frame_0000.png and are not identical Unity asset names.

Match clip sampling to animation.fps in animgen-manifest.json and set loop behavior intentionally. Check for a duplicated first/last pose before looping. Keep the transform scale and pixels-per-unit consistent with the rest of your game.

Verify in a small scene

Check the imported sprite count against animation.frameCount, then compare playback to Studio. Inspect feet against a fixed line, the pivot at the object's transform, transparent edges, and the final-to-first transition.

If you see one large sheet, inspect the texture's multiple-sprite settings and whether the correct .meta file was imported. If motion jitters, compare frame rectangles and pivots before changing generation settings. Blurry pixels or halos may involve texture filtering, compression, or material choices in the target project.

Keep a reproducible handoff

Retain the ZIP and manifest alongside your project notes. Changing or replacing metadata can affect existing asset references; test reimports on a copy or through version control.

These instructions describe AnimGen's generated package and Unity's import workflow, not a certification of every Unity version or render pipeline. See canvas and pivot and transparent formats if the visual result differs.

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