[SOLVED] read my reply below.
Related to Sprite pivot and other points but going a bit further: instead of one pivot, let us place multiple Labels anywhere on the canvas pixels (be it top left, or center of the pixel), each with:
x, yposition (int)name(string)- a color, for visual distinction (this is UX only inside aseprite, does not need metadata)
Think “Frame tags”, but on canvas space.
These would render in the canvas as small colored dots/markers with the name on a label pointing to that dot (hence the naming “Labels”), with a global toggle to hide/show all label overlays (so they don’t clutter the view once you have many).
Use case: I’m building a game (MonoGame/C#) and currently hardcode pixel positions for things like attach points, hitboxes anchors, and UI markers as separate constants in code. If I reorder or resize a sprite, I have to manually update every position value. Named labels stored directly in the .aseprite/ file would let this data live next to the art it describes, and be read straight out of the file on import (Aseprite’s file format is already documented/supported by several importers, including ones used in MonoGame projects).
This is basically what people are already faking with a @points layer-group convention (see linked thread), but as a first-class feature it would avoid burning a whole layer per point, support per-point color coding, and have a proper on/off toggle for the overlay.