#What you'll learn
- How Pixxizi builds atlases for each engine and which coordinate system the data uses.
- Exactly which files a level becomes in each engine.
- How shadow children, nine-slice UI frames, bitmap fonts and dialogue are exported.
- What the manifest, README and credits contain, and how changed-only builds decide what changed.
- Where your package is stored and how to keep it safe.
#Before you start
- Read the Pixxizi Intermediate guide first: art checks, shadows, levels, fonts, budgets and versions.
- Know your engine's import basics; each export's README walks through the steps.
#How-tos
#How to predict atlases and coordinates
- Godot 4: one atlas per group. Phaser and LÖVE: one atlas for the whole package. Unity and Generic: one sheet per sprite (Unity uses untrimmed cells so pivots in the .meta file are exact). GameMaker and Defold: one PNG per frame, because those engines pack atlases themselves.
- Gameplay data (boxes, pivots, sockets) is in pixels with y pointing down, except Unity and Defold, where it is converted to y up.
- Scale multiplies the art and every box, pivot and socket together.
- Extrude repeats edge pixels around each frame or tile, which prevents seams when the engine filters or scales.
#How to find a level's files in each engine
- Tick the engine in Export and build.
- Open the ZIP's levels folder (for example pixx_assets/levels/<name>/ in Godot or Assets/Pixx/levels/<name>/ in Unity).
- Use the table below to see which file to load.
| Engine | Files per level |
|---|---|
| Godot 4 | the tileset PNG, a .tres TileSet with collisions, a .tscn scene with a TileMap, merged collision shapes and object markers, a .tmj Tiled map and the original map JSON |
| Unity | the tileset PNG, a .tsx tileset and a .tmx map (import with SuperTiled2Unity), plus the original map JSON |
| GameMaker | the tileset PNG, a .tmj map, a _layers.json with each layer as a grid plus objects, and the original map JSON |
| Phaser 3 | the tileset PNG and a Tiled .json map |
| LÖVE | the tileset PNG and a Tiled Lua map that works with STI (Simple Tiled Implementation) |
| Defold | the tileset PNG, a .tilesource, a .tilemap (rows flipped, because Defold's y points up) and a _gameplay.json with collision rectangles, objects and heights |
| Generic | the tileset PNG, .tmj and .tmx Tiled maps and the original map JSON |
- Tile numbers match Tiled's (the first tile is 1; 0 is empty).
- Collision cells are merged into as few rectangles as possible.
- Object positions are in pixels. Height and raw collision layers ride along as map properties in the Tiled formats.
- Godot's TileMap node is converted to TileMapLayer automatically in Godot 4.3 and newer.
#How to export shadow children
- A paired Pixxado shadow becomes a sprite named <sprite>_shadow with the same animations, frame order and pivots as its parent, placed right after it.
- In Godot, the parent's scene gets a Shadow node drawn behind the sprite, and its script keeps the shadow on the same frame.
- The manifest lists every pair (sprite, shadow, layer), and each frame's gameplay data names its shadow.
- An unpaired shadow layer is exported as a normal sprite, with a note in Check.
#How to export UI frames, fonts and dialogue
- UI frames become images with nine-slice margins; each engine's own nine-slice setting is filled in where it has one.
- Fonts become full-line-height glyph cells, then a BMFont file with each glyph's advance, offsets and the kerning pairs. Negative bearings become BMFont xoffset values, so letters that overhang still line up.
- Dialogue is exported as JSON for every engine, as Yarn for every engine, and as Ren'Py for Generic. Portraits and voice blips come along as files.
#How to read the manifest and extras
- Every ZIP has a pixx_manifest.json: each asset, which app it came from, its export name, plus the shadow pairs and levels when there are any.
- The README lists the import steps for that engine; a credits file lists every credit carried by the assets (for example from Pixxava).
- Runnable starter project adds a small runnable project for Godot, Phaser and LÖVE.
- Only assets changed since v… compares each asset's output fingerprint with the last build. Renaming tags doesn't change the output, so it doesn't trigger a rebuild; changing pixels, settings, loop points or names does.
#How to keep your package safe
- Pixxizi keeps one package per browser: the light settings in local storage and the asset data in the browser's database (assets can be several MB each).
- Clearing site data removes them, so save regularly with Cloud, or download the package file.
- A cloud package is a zip with project.json and one .pxasset per asset in assets/, so it can be opened on any device, or its assets pulled out individually.
- Game packs you add are expanded into their members, so every member is checked on its own.
#Workflows
#A shared pipeline that ends in Pixxizi
- Build the asset chain in Flow: art → Pixxeta → Pixxado → Pixxula → Pixxizi, with a quality gate before Pixxizi.
- Each person sends their result to Flow; the Pixxizi owner adds the finished outputs from Library.
- Export with Only assets changed since v… and attach the ZIP to the run as the final result.
#One package, several engines
- Tick every engine you need and One ZIP with every engine.
- Keep naming engine-neutral (Naming & folders: snake_case, no type prefixes) so scripts in each engine find the same names.
- Use the manifest as the single list of what exists, for loading screens or asset tests.
#Hand-tuning a heavy build
- Set a Size budget and export once to see where you are.
- Use per-asset Export settings (this asset) to give big backgrounds a lower Scale or skip PNG8 only where colours band.
- Loop long music; cut silent tails in Pixxibu or Pixxune.
#Tips and shortcuts
- Fixes from the Check tab are undoable with Ctrl+Z.
- The search box finds assets by name, tag or the app they came from.
- Use the default pivot applies the package's pivot setting (bottom-centre by default) to sprites without one.
- Double the atlas limit is the one-click fix for frames bigger than the atlas.
#Troubleshooting
- Unity colliders are flipped: the data is already y-up for Unity; don't flip it again in your scripts.
- Defold level is upside down: use the exported .tilemap, which already flips rows; don't use the raw map JSON in Defold.
- A changed-only build skipped my change: only tag changes are ignored. If you edited art in another app, send the new version to Pixxizi so the asset updates.
- Fonts overlap in the engine: load the BMFont file so the engine uses the advances, offsets and kerning.
- Assets vanished from the package: browser data was cleared. Reopen the package from Cloud or the downloaded file.