Give your sprites another dimension. SpriteLift turns transparent sprite artwork into textured meshes directly inside the Unity Editor. Create collectible tokens, signs, pixel props and raised decorative surfaces from artwork you already have.
- Guided workflow: four steps (Artwork, Style, Adjust, Save) with one-click starting looks, essentials first and built-in help on every setting. Experienced users can jump to any step.
- Beveled extrusion: Trace silhouettes with holes and separate islands. Control thickness, simplification, bevel width and smooth bevel lighting.
- Pixel voxel columns: Build stepped pixel geometry with internal faces removed and coplanar regions merged. Add quantized depth from a grayscale map.
- Depth-map relief: Shape a raised front surface with a flat back. Switch between smooth and faceted front lighting.
- Depth Studio: Paint height over your sprite with brush radius, target and strength, Shift to lower, fills, radial dome, Undo/Redo and linear PNG saving.
- Inspect before exporting: Orbit, pan, zoom, fixed views, turntable and wireframe. See vertex/triangle counts and build timing.
- Reusable workflow: Save presets, queue sprites or sprite sheets, batch-export and review per-item results. Existing exports are preserved.
Included: complete editor C# source, 18 sample prefabs, 18 presets, four demo scenes, 14 individual sprites, a four-slice sprite sheet, three depth maps and an illustrated PDF guide with scripting examples.
Designed for extrusion, voxel columns and relief. It does not infer unseen object surfaces, remove backgrounds, generate rigs or reconstruct a complete character from one image.
The interface and documentation are in English.
Uses Clipper2 under the Boost Software License 1.0 and LibTessDotNet under the SGI Free Software License B 2.0. See Third-Party Notices.txt in the package.
Support: contact@imarinlabs.com | https://imarinlabs.com/contact/