The AI Sprite Maker package adds Window → AI Sprite Maker to the Unity Editor. It generates sprites, library animations, turnarounds and tilesets, then imports them the way pixel art should be imported, so you skip the half hour of import settings described in Sprite sheets in Unity:
- the texture is set to Sprite (2D and UI), Sprite Mode Multiple, Point (no filter), no compression, no mip maps, clamp, non-power-of-two size kept;
- it’s sliced from the sheet’s frame data, not guessed with Automatic slicing. Sprite IDs are kept by name when you re-import, so references in scenes and clips don’t break;
- one AnimationClip per animation, with per-frame timing and loop settings;
- an Animator Controller with one state per clip.
It also slices any PNG that has a sheet JSON next to it (ours, Aseprite or TexturePacker), with no API key needed.
Download
aispritemaker-unity.zip · Unity 2021.3 or newer · depends on com.unity.2d.sprite (installed automatically) · free, MIT licensed · generating needs an API key, included on every plan.
Install
- Download aispritemaker-unity.zip and unzip it outside your
Assets/folder. You get a folder namedcom.aispritemaker.unity. (Unzipping it into your project’sPackages/folder instead embeds the package in the project, which is handy if you want it under version control.) - In Unity open Window → Package Manager, click + → Add package from disk…, and select
com.aispritemaker.unity/package.json. - Unity installs the 2D Sprite dependency if it’s missing. Window → AI Sprite Maker is now available.
Every file ships with its .meta file, so GUIDs stay stable across machines and updates. To update, replace the folder with the new version; Unity picks up the change.
Generate
- Open Window → AI Sprite Maker. Paste your API key (
asm_live_…, from Dashboard → API keys) and press Save. The key is stored inEditorPrefson your machine, never in the project. If theASM_API_KEYenvironment variable is set when Unity starts, it’s used as the default. - Pick a Type: Sprite, Animation (choose a motion loaded live from the motion library), Turnaround (4 or 8 directions) or Tileset.
- Write a prompt and choose style, size, palette (0 = the style’s default) and view. Optionally drag a Reference texture in, or press Selected to use the texture selected in the Project window.
- Set the import options:
- Save to: default
Assets/Sprites/AISpriteMaker; - Pixels per unit: 0 uses the frame height, so a character is one world unit tall. Set it to your tile size if you use a tilemap, and keep it the same for every sprite in the game;
- Pivot: default Bottom Center, which keeps feet planted when animations switch;
- Create Animator Controller: on or off.
- Save to: default
- Click Generate. Progress shows in the window; Cancel cancels the job and releases its credits.
For a fox knight with a 4-direction walk you get:
Assets/Sprites/AISpriteMaker/
fox-knight_walk.png sliced into fox-knight_walk_000 … _031
fox-knight_walk.json frame rects, durations, tags (Aseprite-compatible)
fox-knight_walk_walk_down.anim
fox-knight_walk_walk_left.anim
fox-knight_walk_walk_right.anim
fox-knight_walk_walk_up.anim
fox-knight_walk.controller one state per clip
Add a SpriteRenderer and an Animator that uses the controller to a GameObject, or drag a clip onto a sprite GameObject. The clips animate SpriteRenderer.sprite.
More → Import job downloads and imports a job by its ID, for example one started with the CLI using --no-wait, or one interrupted by a script reload.
Slice a sheet you already have
Put hero.png and hero.json next to each other under Assets/, select the PNG, and choose Assets → AI Sprite Maker → Slice Sheet From JSON. The pixels-per-unit, pivot and controller settings from the window are used. This works for our exports, Aseprite JSON and TexturePacker JSON, and doesn’t need an API key.
From an editor script:
var result = AISpriteMaker.Editor.SheetImporter.ImportWithSiblingJson("Assets/Sprites/hero.png");
Driving the animations
The generated controller has one state per clip but no transitions, because those depend on your game. For a top-down character, the usual setup is a 2D blend tree per motion with MoveX/MoveY parameters and the four direction clips at (0, -1), (-1, 0), (1, 0) and (0, 1). A complete walkthrough with a C# movement script is in Sprite sheets in Unity: slicing, pixel-perfect settings and animation.
For crisp rendering add a Pixel Perfect Camera to the main camera with Assets Pixels Per Unit set to the same PPU you imported with.
Troubleshooting
| Problem | Fix |
|---|---|
| Window → AI Sprite Maker is missing | The package didn’t install. Check the Package Manager for errors; it needs Unity 2021.3+ and the 2D Sprite package |
Invalid or missing API key | Paste the key again and press Save. Keys are only shown once when created; make a new one if needed |
insufficient_credits | Wait for tomorrow’s 10 daily credits or top up on pricing |
| Sprites look blurry in the Game view | Add a Pixel Perfect Camera, or check the Game view isn’t scaled to a non-integer zoom |
| Character is huge or tiny compared with other art | Pixels per unit differs. Re-import with the PPU the rest of your game uses |
| Clips play too fast or too slow | Timing comes from the job’s frame data. Change the Animator state’s Speed rather than editing the clip |
Other ways in
- Prefer the browser? Export a Frames ZIP or PNG + JSON from the web app and use Slice Sheet From JSON. Export formats.
- The CLI and the MCP server generate the same PNG + JSON files from your terminal or coding agent.