Texturepacker Libgdx ((new)) Access

If your game uses "player_stand.png" and "player_run.png" , pack them into the atlas. LibGDX’s TextureAtlas can act as a drop-in replacement for AssetManager .

: TexturePacker can automatically detect animation frames based on file naming (e.g., walk_01.png , walk_02.png ) and group them into searchable regions. How to Use TexturePacker in libGDX texturepacker libgdx

public class AtlasPacker public static void main(String[] args) // Settings TexturePacker.Settings settings = new TexturePacker.Settings(); settings.maxWidth = 2048; settings.maxHeight = 2048; settings.pot = true; // Power of two (required for legacy devices) settings.filterMin = TextureFilter.Nearest; settings.filterMag = TextureFilter.Nearest; // Input: raw images, Output: folder for assets TexturePacker.process(settings, "../raw-assets/ui", "../android/assets/ui", "ui-atlas"); If your game uses "player_stand