Rig Bake logoRig Bake

Rig BakeFeatures › One-click Unity & Godot sprite packages

One-click Unity & Godot sprite packages

Skip the import wizard: Rig Bake exports engine-native packages — pre-sliced, named, and wired for 2D dynamic lighting.

Open Rig Bake — free, in your browser

No sign-up. No upload — models stay on your machine. Works in any WebGL 2 browser.

Getting a spritesheet into an engine usually means slicing grids, naming frames and hooking up materials by hand. Rig Bake writes the engine metadata for you.

The same flat sprite shown four times — lit from the left, from above, from the right and from below — using only its baked normal map
A flat sprite, lit four different ways. Nothing here is 3D at runtime: it is a sprite sheet and its normal map, and a 2D light moving across it.

Unity package

A PNG sheet plus a matching .meta file with the sprite grid already sliced. If you baked the normal-map pass, the package binds it for Sprite-Lit-Default, so your 2D character reacts to Unity lights the moment you drop the files into Assets.

Godot package

A SpriteFrames .tres resource referencing the sheet, ready to assign to an AnimatedSprite2D — with per-frame normal maps wired for Light2D when the normal pass is enabled.

Other engines and pipelines

Every bake can also export a plain PNG sheet with metadata.json (frame rects, directions, timing), individual frames as a zip, animated GIF and MP4 previews, and transparent VP9 WebM for compositing. GameMaker and PICO-8 fake-3D workflows are covered by the sprite-stack export.

Frequently asked questions

Do I need a Unity plugin?

No. The .meta file is standard Unity serialization — copy the PNG and .meta into your Assets folder and the sliced sprites appear.

Which Godot node uses the export?

Assign the generated SpriteFrames .tres to an AnimatedSprite2D node; animations and frame timing come across automatically.

How do lit 2D sprites work?

Enable the normal-map render pass before baking. The exported normal sheet matches the color sheet cell-for-cell, and both packages reference it so engine 2D lights shade your sprites correctly.

Related