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Now, load them in your game:
Run this every time you change your art. Put it in a Gradle task so you never forget. Step 4: Loading the Atlas in LibGDX Once packed, you get two files: ui-atlas.atlas and ui-atlas.png . Copy these to your Android/assets folder. texturepacker libgdx
// Or create an AtlasSprite for advanced animation AtlasSprite cursorSprite = new AtlasSprite(gameAtlas.findRegion("cursor")); Here’s where the magic happens. You don't need to change your code logic. Now, load them in your game: Run this
Set up your assets like this:
assets-raw/ ui/ buttons/ backgrounds/ characters/ player/ enemy/ Every folder you point TexturePacker at becomes one "Atlas" (one .atlas file + one .png ). Step 3: Running the Packer (The LibGDX Way) Inside your LibGDX project (usually in your core module or a standalone desktop launcher), write a small one-off packing script. Copy these to your Android/assets folder
If you’ve been developing with LibGDX for more than a week, you’ve likely heard the mantra: “Batch your draw calls!”
// Instead of loading 100 textures... TextureAtlas gameAtlas = new TextureAtlas(Gdx.files.internal("ui/ui-atlas.atlas")); // Grab a single region TextureRegion buttonRegion = gameAtlas.findRegion("green_button_01");