![]() Scaling up Scenes and Assets from this resolution preserves your pixel art cleanly at higher resolutions. This is the original resolution your Assets are designed for. ![]() Shows the size ratio of the rendered Sprites compared to their original size.Īdditional Property Details Reference Resolution This causes constant changes to the Scene while active.Ĭurrent Pixel Ratio (available when ‘Run In Edit Mode’ is enabled) Stretch Fill (available when both X and Y are checked)Įnable to expand the viewport to fit the screen resolution while maintaining the viewport's aspect ratio.Įnable this checkbox to preview Camera setting changes in Edit Mode. For more information and a visual example, refer to the Property Details below. Check X to add horizontal black bars, and Y to add vertical black bars. The grid size is based on the Assets’ Pixels Per Unit value.Ĭrops the viewport with black bars to match the Reference Resolution along the checked axis. Pixel Snapping (only available when ‘Upscale Render Texture’ is disabled)Įnable this feature to snap Sprite Renderers to a grid in world space at render-time. This is the original resolution your Assets are designed for.Įnable this property to create a temporary rendered texture of the Scene close-to or at the Reference Resolution, which is then upscaled. Match this value to the Pixels Per Unit values of all Sprites in the Scene. This is the amount of pixels that make up one unit of the Scene. The component's Inspector window Property If there are any pre-existing GameObjects in the Scene, select each of them and select Snap All Axes to apply the Snap settings. Unity does not apply Snap settings retroactively. For example, if the Asset PPU is 100, you should set the Move X/Y/Z properties to 0.01 (1 / 100 = 0.01). Set the Move X/Y/Z properties to 1 divided by the Pixel Perfect Camera’s Asset Pixels Per Unit (PPU) value. To open the Snap settings, go to Edit > Snap Settings. To ensure the pixelated movement of Sprites are consistent with each other, follow the below steps to set the proper snap settings for your project. Repeat for each Sprite element as necessary. This allows you to set the pivot point's coordinates in pixels, or drag the pivot point around freely in the Sprite Editor and have it automatically snap to pixel corners. Under the Sprite settings, set Pivot to ‘Custom’, then set Pivot Unit Mode to ‘Pixels’. If Sprite Mode _is set to ‘Multiple’ and there are multiple _Sprite elements, then you need to set a pivot point for each individual Sprite element. ![]() Open the Sprite Editor for the selected Sprite. ![]() In the Sprites' Inspector window, set their Filter Mode to ‘Point’.įollow the steps below to correctly set the pivot for a Sprite ![]() Preparing Your SpritesĪfter importing your textures into the project as Sprites, set all Sprites to the same Pixels Per Unit value. The Reference Resolution is the original resolution your Assets are designed for, its effect on the component's functions is detailed further in the documentation.īefore using the component, first ensure your Sprites are prepared correctly for best results with the the following steps. The solid green bounding box shows the visible area in Game view, while the dotted bounding box shows the Reference Resolution. You can use the component settings to adjust the definition of the rendered pixel art within the camera viewport, and you can use the Run in Edit Mode feature to preview any changes immediately in the Game view.Īttach the Pixel Perfect Camera component to the main Camera GameObject in the Scene, it is represented by two green bounding boxes centered on the Camera gizmo in the Scene view. It is a single component that makes all the calculations Unity needs to scale the viewport with resolution changes, so that you don’t need to do it manually. The 2D Pixel Perfect package contains the Pixel Perfect Camera component, which ensures your pixel art remains crisp and clear at different resolutions, and stable in motion. ![]()
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