Find the task that matches
Equal-sized cells need to play as an animation
Set the SpriteFrames sequence, loop and FPS; diagnose a playing node whose frames do not advance.
Animate a sheet with Godot AnimatedSprite2D →Frames have unequal sizes or irregular positions
Define explicit AtlasTexture regions and inspect the native editor resources without assuming a regular grid.
Use AtlasTexture regions for an irregular Godot sheet →Only one sprite is blurry at the same display scale
Trace child and ancestor texture filters, remove a deliberate override, then compare unchanged source pixels.
Debug one blurry sprite caused by a Godot filter override →The low-resolution game view scales unevenly with the window
Configure integer viewport scaling and inspect physical stripe widths and letterboxing at two window sizes.
Configure integer viewport scaling in Godot →Phaser cuts a padded sprite sheet with the wrong margins or spacing
Pass margin and spacing to the native spritesheet loader, then compare the correct frame rectangles and shifted crops.
Load a padded sprite sheet in Phaser with margin and spacing →A Godot sprite pose, separate lamp and beam must change together
Use one AnimationPlayer timeline, evaluate all three tracks at a known time, and catch a disabled lamp track.
Coordinate a sprite and scene tracks with Godot AnimationPlayer →Replacing a complete Godot texture with a 4× PNG changes world size or anchor
Compensate the visual scale and texture-space offset, compare transformed corners, and keep the collision body fixed.
Preserve Godot world size after replacing a texture with a 4× PNG →Phaser needs named regions with unequal sizes and positions
Register explicit texture rectangles without atlas JSON, preserve existing names, and guard unknown selections.
Add named irregular texture regions in Phaser →A Godot solid collision contour must follow the source alpha
Check the full source-alpha occupancy matrix and body identity to detect stale contours or the wrong physics parent.
Build and verify a Godot collision polygon from sprite alpha →
Keep each diagnosis separate
Each walkthrough includes original CC0 inputs, a runnable project, inspected output and an important boundary case. The Godot examples use Godot 4.7.2-stable with the Compatibility renderer. The Phaser examples use Phaser 3.90.0 with its Canvas renderer and separate local Node projects. Recheck the relevant settings in your target version.
Frame coordinates, scene-track evaluation, world transforms, physics occupancy, playback timing, texture sampling and viewport scaling are separate decisions. A larger PNG does not choose animation order, repair a wrong crop or remove an inherited filter override. The viewport example uses a static camera and does not establish moving-camera jitter behavior.