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Three checks before changing imported sprite artwork
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Three checks before changing imported sprite artwork

DEV Community: tutorial·FrameSprite·4 days ago
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A character can look correct in a pixel editor and fail after import because the receiving tool interprets its coordinates, animation ownership or resource budget differently.

Before replacing the artwork, write down the boundary that is failing. Here are three concrete checks for three different tools. The examples are calculated or proposed checks, not recorded engine benchmarks.

1. Roblox: keep image coordinates separate from UI dimensions

For a uniform sprite sheet, record the source dimensions, cell dimensions, useful frame count and uploaded asset ID together. Then test fixed cells before testing an animation.

For example, a 256×128 image containing 64×64 cells has four columns and two rows. Zero-based cell 5 starts at (64, 64) :

local index , columns , cell = 5 , 4 , 64 imageLabel . ImageRectSize = Vector2 . new ( cell , cell ) imageLabel . ImageRectOffset = Vector2 .…

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