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Thanks! It uses Aseprite-style JSON hash format, with frame names as keys and meta.frameTags for animations—not TexturePacker’s array format. A separate custom clips.json provides frame indices and timing. Godot/Unity importer compatibility hasn’t been tested, so direct import isn’t guaranteed. Individual PNG frames are included too.

Thanks, that is clear. An Aseprite JSON hash with frameTags plus the loose PNG frames covers most import routes, and keeping timing in its own clips.json is a tidy way to do it.