--- title: Resources Management category: Editor order: 7 --- HyperLap2D efficiently manages project assets by packing them into texture atlases. This reduces the number of draw calls and optimizes performance for your game. ## Texture Atlases By default, all images and animations are stored in the **Main Pack**. However, you can organize assets into multiple specific atlases to manage memory and loading times more effectively. ### Organizing Assets The atlas management interface is split into two sections: one for **Images** and one for **Animations**. ![image-atlases]({{ site.baseurl }}/images/wiki/image-atlases.png) * **Adding Atlases**: You can create new atlas packs using the input field at the top. Each atlas is represented by a "chip" that can be selected. * **Moving Items**: Select an atlas chip and use the arrow buttons to move assets from the **Main Pack** (left) to your specific atlas (right). * **Merging Packs**: If you create a texture atlas and an animation atlas with the **same name**, HyperLap2D will pack both types of assets into the same physical PNG file. ![animations-atlases]({{ site.baseurl }}/images/wiki/animations-atlases.png) > Every time you modify atlas assignments, navigate to `Resources -> Repack Assets` to regenerate the internal texture atlases. --- ## Folder Organization Assigning textures to specific atlases also helps organize your **Resources Panel**. When an image is moved out of the Main Pack into a custom atlas, it appears inside a folder within the editor UI. ![resources-folder]({{ site.baseurl }}/images/wiki/resources-folder.png) * **Navigation**: Double-click a folder to enter it and access the specific assets assigned to that atlas. * **Workflow**: This allows you to keep the main resource view clean and grouped by category (e.g., "UI", "Backgrounds", "Characters"). --- ## Generators & Import Tools HyperLap2D includes built-in tools to generate assets or split existing ones directly within the editor. ### Placeholder and Noise You can generate basic assets without leaving the editor: * **Create Placeholder**: Generates a solid color PNG with custom dimensions. * **Create Perlin Noise**: Generates a noise texture, useful for shaders or procedural effects. | Placeholder Generator | Noise Generator | | :--- | :--- | | ![placeholder]({{ site.baseurl }}/images/wiki/placeholder.png) | ![noise]({{ site.baseurl }}/images/wiki/noise.png) | ### Sprite Sheet Cutter If you have a sprite sheet organized in a uniform grid, you can use the **Sprite Sheet Cutter** to import it. ![spritesheet-cutter]({{ site.baseurl }}/images/wiki/spritesheet-cutter.png) 1. Select your sprite sheet file. 2. Define the **Sprite Width** and **Sprite Height** in pixels. 3. Click **Import**. The tool automatically splits the large PNG into individual resources. This is necessary because HyperLap2D will eventually repack these individual frames into its own optimized atlases alongside other project assets.