# Instances Request

**URL:** https://community.aseprite.org/t/instances-request/13225
**Category:** Features
**Created:** [February 24, 2022, 10:20pm UTC](https://community.aseprite.org/t/instances-request/13225 "2022-02-24T22:20:13Z")
**Posts on this page:** 3
**Page:** 1

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### Author: ![fields](https://community.aseprite.org/user_avatar/community.aseprite.org/fields/32/11083_2.png) [@fields](https://community.aseprite.org/u/fields)
#### Post date: [February 24, 2022, 10:20pm UTC](https://community.aseprite.org/t/instances-request/13225/1 "2022-02-24T22:20:13Z")

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Hello Aseprite Community.

I’m working on a game project that requires many traits and different variables to be created for a single character on a massive level. I am looking to see if a feature like instances or pre-composing is available in aseprite. Something that would allow me to create a separate document with all of my traits (eg. Eyes, Mouth, Nose, etc.) and then allow those to be referenced on each frame in the Sprite Sheets that I am creating.

If anyone has any idea on how this could be done or if it is already possible, please let me know!

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### Author: ![Redgar](https://community.aseprite.org/user_avatar/community.aseprite.org/redgar/32/11025_2.png) [@Redgar](https://community.aseprite.org/u/Redgar)
#### Post date: [February 25, 2022, 10:27am UTC](https://community.aseprite.org/t/instances-request/13225/2 "2022-02-25T10:27:06Z")

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Sounds like you would need to export a sprite sheet for every feature of your character, for example, say that you have made 10 different types of noses, eyes, ears, etc. You’d export each into a png file made of 10 columns and 1 row for each different, then inside your game, you’d use for example column 1, row 1 to show happy eyes, then, if needed, change the reference to column 6, row 1 to switch to angry eyes.

Then, for example… if your character’s nose needs to change, you would also use code in your game to change from nose column 1, row 8 to column 1, row 3….

I’m hoping this has been clear enough.

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### Author: ![fields](https://community.aseprite.org/user_avatar/community.aseprite.org/fields/32/11083_2.png) [@fields](https://community.aseprite.org/u/fields)
#### Post date: [February 25, 2022, 2:24pm UTC](https://community.aseprite.org/t/instances-request/13225/3 "2022-02-25T14:24:51Z")

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Yes, I understand that process, The way I have everything set up in aseprite is that I have all of my character frames with tags, so that It can be exported as a Sprite Sheet. Then each group of layers would have a trait category (eyes for example). Each layer would have a new eye trait that can be exported in it’s own sprite sheet and then in Unity, can be layered on top of each other.

However, Im wondering if there is a way that for example, I can have a file called “openeyes.aseprite” for example that is just a 6x6 sprite of just the eye, that can be referenced in the larger character project file, so that if I were to change just that eye, each instance of that eye in the larger character file would update automatically in all the locations that it is placed.
