Charios
Docs/Export & integrate/Export overview

Export overview

Four formats — GIF, Unity prefab, Godot scene, Unreal actor. What each one ships, how big the file is, what to do after import.

When your character is ready, click Export in the top-right. Four formats — GIF, Unity, Godot, Unreal. Each one bundles into a single zip and downloads directly. Nothing uploads to our servers; your art never leaves your browser.

Export menu showing GIF, Unity prefab, Godot scene, Unreal Engine actor options.

Pick a format

FormatWhen to useWhat you get
GIFPosting to Discord, Twitter, design docs, your game's marketing site.A looping animated GIF, typically 600-900 KB.
Unity prefabImporting into a Unity project.A folder with sprite PNGs, an AnimationClip, an AnimatorController, and a Prefab. Drag into Assets/.
Godot sceneImporting into a Godot 4 project.A .tscn file with a Sprite2D per layer + an AnimationPlayer that autoplays.
Unreal actorImporting into UE5 with Paper2D.Sprite PNGs and a Python script that builds a Blueprint actor when run from inside UE5.

What every export ships

All four formats start from the same baseline: your character posed in T-pose with every layer attached to the right bone at the right world position. The animation curves (where applicable) reproduce exactly what you saw in the editor preview.

This is why imported characters land posed in your engine instead of collapsed at the origin — Charios bakes the bone positions into the export so layers know where they belong.

Speed

On a typical 32-layer character, a Unity / Godot export finishes in about 3 seconds. A GIF export takes a bit longer (5-8 s) because it encodes 72 frames through a WASM GIF encoder. The browser does all the work; nothing round-trips through our servers.

What actually exports

  • Every visible layer's PNG (hidden layers are excluded).
  • Layer order — preserved via SortingOrder / z_index.
  • Layer name — used as the Sprite / SpriteRenderer / PaperSprite name in your engine.
  • Per-layer rest-pose transform — position, rotation, scale.
  • For Unity / Godot: animation curves for the active mocap clip.
  • For Unreal: static rest pose only (Paper2D's per-component animation tooling makes this fragile).

Per-format guides: GIF, Unity, Godot, Unreal. For common issues see Export troubleshooting.

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