Sprite Atlases
Football Manager uses sprite atlases - single images containing multiple smaller sprites packed together. Understanding atlases helps you make more targeted replacements.
What is a Sprite Atlas?
A sprite atlas is a large image containing many smaller images (sprites) arranged in a grid or packed layout:
Benefits:
- Efficient memory usage
- Faster loading
- Batch rendering
For skinning:
- You may need to replace entire atlases
- Or target individual sprites within them
Viewing Atlases
Asset Catalogue
The Asset Catalogue shows sprites from FM’s atlases:
Sprite viewer in Asset Catalogue
Screenshot ID: catalogue-sprites
Each sprite shows:
- Sprite name
- Dimensions
- Source atlas
- Position within atlas
Bundle Viewer
- Go to Bundle Viewer
- Find relevant bundle (e.g.
ui-iconsspriteatlases) - View files
Sprite Replacement
Option 2: Replace Individual Sprites
Target specific sprites by name:
{
"my-star.png": "icon_star_gold",
"my-arrow.png": "icon_arrow_up"
}FM Skin Builder patches these into the atlas automatically.
Replacing individual sprites
Screenshot ID: replace-sprite
Option 2: Replace Entire Atlas (Not Recommended)
Replace the whole atlas image:
{
"ui_icons_atlas.png": "my-icons-atlas"
}Requirements:
- Your image must match exact dimensions
- All sprites positioned correctly
- Most complex but most control
Finding Sprite Names
Search the Catalogue
- Go to Asset Catalogue
- Filter by “Sprites”
- Search by visual appearance or name
- Copy sprite names for mapping
Bundle Viewer
- Go to Bundle Viewer
- Find relevant bundle (e.g.
ui-icons) - View files
Common Patterns
| Pattern | Contains |
|---|---|
icon_* | General UI icons |
button_* | Button graphics |
flag_* | Country flags |
badge_* | Badges and emblems |
Creating Replacements
For Individual Sprites
Match the sprite’s dimensions exactly:
- Find sprite dimensions
- Create your image at that size
- Map by sprite name
Example:
Sprite icon_star_gold is 32x32.
- Create
graphics/icons/my-star.pngat 32x32 - Map it:
{
"my-star.png": "icon_star_gold"
}Multi-Resolution Support
Some atlases have multiple resolutions:
ui_icons_atlas.png (1x)
[email protected] (2x)
[email protected] (4x)For best results:
- Provide matching resolution variants
- Use wildcards with 4x support to start with, the 2x and 1x will be generated automatically
- Or let FM scale (may reduce quality)
{
"my-sprite_1x.png": "in-game-sprite_1x",
"my-sprite_2x.png": "in-game-sprite_2x",
"my-sprite_3x.png": "in-game-sprite_3x",
"my-sprite_4x.png": "in-game-sprite_4x",
/* OR wildcards*/
"my-sprite.png": "in-game-sprite_*",
}Tips and Best Practices
Match Exact Dimensions
Sprites must be exactly the right size:
- Too large → clipped
- Too small → stretched or misaligned
Maintain Transparency
For icons:
- Use PNG format
- Preserve alpha channel
- Match original transparency
Test Each Replacement
Replace one sprite at a time:
- Map single sprite
- Build
- Verify it appears correctly
- Continue with more
Use Wildcards Carefully
{
"my-star.png": "my-star_*" // Replaces ALL star sprites with same image
}Good for consistent replacements, but may cause issues if sprites have different sizes.
Troubleshooting
”Sprite looks wrong”
- Dimensions don’t match original
- Position offset in atlas changed
- Transparency not preserved
”Sprite not appearing”
- Wrong sprite name (check catalogue)
- Mapping file in wrong folder
- Folder not in config
includes
”Atlas looks corrupted”
When replacing entire atlas:
- Dimensions must match exactly
- All sprite positions must be preserved
- Format must be compatible
”Some sprites replaced, others not”
- Multiple atlases may contain similar sprites
- Try more specific sprite names
- Check which atlas each sprite belongs to
Next: Font Replacement - Add custom fonts.