#๐ผ๏ธโ2d-tools
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wouldnt that be if this was like a platformer?
and not a box
how do I make rules to put the outer layers black
bc like it can be any direction empty
I have no clue what that means here
Do you have outer corner sprites?
outer corner sprites should be all black
something like this
this is how they are with the tilemap
You could extend the edge far out or cover it with something
The rule tiles can't really know whether the edge is on the "outside" or the "inside" of your level
Because as far as tile rules are concerned there is no difference
got it
also they have a tilemap collider composite
wont it be bad for performance
if I have lots of tiles
or is it well optimized
and doesnt rll matter
Maybe if it's a complex collider shape or if you're modifying the tilemap often
its a rectangle tilemap
this is the setup
also Im working with navmesh
Unity's navmesh doesn't inreact with physics at all, unless you've enabled the option for dynamic colliders to carve holes in the navmesh or be avoided by agents
And they only interact with 3D colliders and mesh renderers anyway, afaik
when I added composite collider 2d it adds automaticcally
ight
Hey people, does anyone know any project that used 2d skeletal for a top down character
Im planing on implementing in my game, would like to know If this is a good idea
None come to mind
2D skeletal animation is difficult to use when the character has overlapping parts which'd happen a lot in a top down situation
I'd prefer to make a 3D skeletal animated character viewed from above instead
Hi All !
I am developing my 2D Game (it's a pixel fight game) and i am thinking about using the 2d skeletal animation technique but i am not sure if it's the best idea to do that .
so my question is: should i use the traditional 2D sprites animation or the skeletal one ?
(it's to animate this style of character )
( I created this one on Illustrator )
Skeletal animation is not classically used for pixel art characters because it easily results in off-grid positions, or choppy motion if complying with pixel perfect workflow
2D skinned rigging would cause deformations which really don't look good with pixel art
Illustrator would be my last choice for making pixel art
Even MSPaint would likely be better
Okk !!
Learned a lot about this!
Thanks!
Should i use photoshop?
If you have it and are familiar with it yes, it's perfectly well suited for that task
ok then i will go for photoshop !
thanks for all !
Hello
Could I make this without using mask?
I have squared textures
I have sprites of polygons (hexagon, etagon and 10, 12, 16 and so on)
What I need to do is to add texture on the sprites
Could I make this without using mask?
Shaders could be used to take the alpha of one sprite and combine it with color of another
But why not use masks?
Well... masks need another game object to crop the original sprite as I know
I have almost 50000 game objects (sprites to crop)
Then, there should be 100000 game objects to do it, right?
A performance issue.
Am I correct?
Well, performance is not so simple, but possibly
50 thousand sprites on screen at the same time? What does that look like
Most of them are disabled in most of time.
Only some of them which are in players vision are visible
I am implementing a kind of Object Pooling
I instantiate all game objects at start time
And enable/disable them needed
So many instantiating and destroying could be a problem also, so....
Object pooling would eliminate the need for thousands of disabled gameobjects since you'd only need as many total as need to be visible at once
Disabling instead of destroying alone isn't pooling
So you mean I can reduce the count of total objects in the scene? Only visible objects?
When I move to other region, some objects should be visible.
How could I make them visible?
Hello @modest cargo
I have another question
How could I resolve this?
Please please help me to do this
I am almost terrified.
Well, agario is functionally an mmo
it only needs to send the client the player positions that are possible to see at its given size, the client wouldn't have to run any monobehaviour scripts on the players
Since there could be many players almost too small to see, they probably won't need sprite renderers either
They could be rendered cheaply with gpu instancing without requiring any animation
Google drive is awful for hosting video, it doesn't even load for me
The game you're referencing is way more complex than it appears on the surface
Thank you for your advice.
Enable "generate mip maps" on the grid texture
I made the grip using shader graph
I do not have the option you are saying
The size of grid map is height = 2000 and width = 2000 (in unity unit)
And the cell count is 1000 * 1000, so I used shader graph for this grid map
You would either compensate grid width and/or fade its visibility by relative screen resolution using shader math, or sample a grid texture so you can utilize mip maps
The problem is trying to render grid lines between pixels and smaller in width than a pixel
What is the most optimization friendly solution?
I have a very large grid map, obviously
Shouldn't be a significant difference between the two
Doing it with math will let you control the line width at any zoom level but takes more work to do
I can control the thickness of grid lines.
But I prefer mipmaps.
So I will try with mipmaps first
Thank you for your advice
But in that case, do I need to have a very very large texture?
No, just a small repeating one
I have 1000*1000 grid squares
I think
One texture has 100*100 squares
I have 10*10 textures on a scene
Is this okay, do you think?
As long as your squares aren't separate objects, but a big one that has a repeating pattern/texture
Okay, Thank you
Yeah, i thought about this overlaping issue, but my 3d rigs always presents anoying erros.maybe a script to change the order of srites while rotating the character may work
Hey guys, how do I make the tilemap transparent so that the player can walk through it?
That could be one option
In that situation I'd prefer to solve the 3D rig problems than build that kind of system
Do you want it be transparent or let the player walk through it? These seem like two different things
im having trouble with my 2d sprites inside my 3d unity game
can someone give me a solution?
tiles with a negative z axis begin to disappear if you zoom in on the camera
variant two
Hi guys, I am working on a pixel art game but I faced a serious problem. I am really struggling to properly size my assets relative to the screen size. The assets look decent, I used a consistent palette and size, but they still look bad. I googled around but didn't find anything relevant. Do you know any good resources on this ?
So disable the collider of the tilemap or the player, or swap the tile with one that doesn't have a collider
Depends how you want it to function
Precisely what you mean by that they look "bad"? Pixel art can look bad due to a lot of different reasons in-engine
they look kind of small. I use 32 x 32 pixel art and they take up a lot of space on screen, but each individual pixel looks small and blurry
and before you ask, all the settings are correctly set ( PPU, filter mode and compression )
I really enjoy the look and feel of pixel art, especially in games such as Stardew Valley, where the colors look so alive. I understand I won't be able to get that level of quality in my assets as a beginner, so I tried a monochromatic palette
Hmm these are the most common causes for blurriness and color problems, but there's more potential ones
Is it a problem that could be seen in a screenshot?
It's probably very frustrating for you, but I don't think it's a problem that can be solved with some settings
It could be a visual design issue rather than a technical one, just as well
that's what I mean
In either case showing an example could be very helpful
sure
the thing at the bottom is supposed to be an inventory bar
to me, the UI looks way bigger than it should, but scaling it down makes it hard to see
Assuming this is from the Game window at 1x zoom level I do see a technical problem
The sprites aren't rendered in a pixel perfect way, meaning the screen pixels and sprite pixels don't line up in position or scale
I will probably switch to a pixel perfect camera once I figure that out
https://docs.unity3d.com/Packages/com.unity.2d.pixel-perfect@latest/
that aims to solve this issue, but it requires you to stick to its workflow
For example the blue orbs' PPU is not consistent with the other sprites, that would be a problem
Designwise I think it looks fine, nothing really wrong with it
Maybe the purple parts could use some more hue variation and less contrast, but that's up to your artistic eye really
What's there is good, adding more stuff and testing visual clarity in play will give more clues about what needs to change, if anything
I also recommend trying out less noisy shading, either as excercise or to contrast the ragged looking surfaces
It's a look that stands out though
i see
I did it like this beacuse I didn't really know how to add some detail, and lower sizes don't give me to much space to work with
There's many different ways you can do shading even at small scale, no one of them "right" really, but you should be able to find some guides about that topic pretty easily by searching
is there any specific tutorial / guide that helped you ?
Hey, do you know how to make sprites transparent or passable for the player?
Transparency is determined by sprite/tile color's alpha channel value, passableness is from the presence of an enabled collider or from collision layers
"Objects passing through each other" is way too generic thing for me to recommend anything specific
You'd either disable one of the colliders involved entirely, or according to specific terms
Zooming in also moves the camera in, even though you cannot see it in orthographic view meaning the camera goes through the sprite and it cannot be seen
Select the sprites in hierarchy and press F with your cursor over the scene view, that should adjust the camera focus so that you can zoom in on them without clipping issues
2D Sprites are not really intended to be used in a 3D scene, which is apparent due to how they are sorted on a per-sprite basis according to their pivot point's distance to camera
Probably the ideal solution would be to give them a non-sprite 3D shader that uses opaque sorting instead of transparent
ty
Does anybody know why my Tilemap Collider 2d is not calculated correctly and how to get rid of this problem?
Edit the sprite's physics shape in sprite editor
Automatic physics shape generation doesn't do well with low res pixel sprites
That was exactly what I needed, thanks!
not sure if this is the right place to put this... I have a script that "paints" a blank sprite. When a raycast hits the collider it applies paint at that point. Is there a way to check that sprite's pixels to see how much of that sprite has been painted on? I need to check every pixel to see if alpha is 0, just not sure how to structure that, trying to get the code put in here but Hastebin isn't working
Pastebin.pl is a website where you can store code/text online for a set period of time and share to anybody on earth
Having an issue with Steam Deck and the pixel perfect component - it doesn't seem to be rendering the game at 1280x720 even when it's set to do so in the Steam settings, as the game is using the Retro AA filter mode. Reference resolution is 640x360 so it shouldn't be doing this, surely?
What's the Retro AA filter mode referring to in this case, the third party asset by that name?
This one here
If I don't set it to "stretch fill", the game will render at it's reference resolution and not upscale at all, meaning the UI is set correctly but the game window is half the size it should be on the Deck
No issues whatsoever on any of the other platforms I've tested
Hmm so the issue doesn't repeat even if the resolution is also that 1280x720 on another platform or in play mode
What OS is the steam deck using?
What did you say the problem looks like visually?
So the Steam Deck uses Linux, specifically SteamOS. I exported natively to linux, the problem occurs both in desktop and gaming mode. I haven't tried yet with Proton and building for windows
The problem visually looks either like the game view itself is half the size it should be, but the UI scales correctly
Or if I use stretch fill, it uses the filter mode (which it should only do if the resolution is off)
But the steam deck is a 1280x720 device, so I really don't understand
How come my 16x16 size pixel art seems to... distort? as evidenced by my video here? Resolution is 1920x1080 or so, and I also have "Pixel snap" enabled in the materials of all of the objects, for reference.
You've only recorded OBS, not the Unity window here
Oh, sorry. Let me try that again. I tried to use a build of the game.
This happens because the camera's sub-pixel position and scale relative to the sprites is not pixel perfect
Pixel perfect camera component and its workflow would be required to fix that problem definitively
Frankly I don't know what the Pixel Snap material option does, but in my tests it makes this particular problem worse if anything
Already tried that. It seems to make the camera jitter around whenever the character moves. I'm not medically affected by it, but it is more of an annoyance.
That's also a problem of the smooth follow camera
It fundamentally doesn't play with the pixel grid because it can only make its movement by jumping one pixel increment at a time
Any two objects (such as player and camera) that move nearly but not exactly at the same rate will jitter relative to each other as they snap to pixel increments at different paces multiple times a second
Even the natively pixel perfect games of old had to work around this effect
Another option is to abandon pixel perfectness and use a sprite AA shader instead
Do you have interpolate turned on for your rigidbody2D?
What's a "AA" shader?
Antialiasing handled in the shader for textures, rather than for geometry as it generally refers to
https://assetstore.unity.com/packages/2d/smooth-pixel-209066
Here's one example
I'm gonna use Tiled to make maps for Unity but I have a problem related to Tiled rn, is this a good place to ask or should I go directly to Tiled community/support
It's behaving in a weird way
How can i place text in the world? Im using a world space canvas but the text is in a different place in both the game and scene veiw
I'm having issues figuring out the rules for these three tiles. The one with the checkmarks I managed to auto-tile., can anyone help me with what the combinations are supposed be
Which combinations aren't working in your scene?
The rules on the tile below should be the opposite of the one above
im having this issue with it,idk if its an issue or not
im having this issue with it idk if its
Okay, I tried using "Bilinear" which it required. It seems to have worked, but with the items in spritesheets, now there are these random tears either by moving around or just in the animation frames.
You mean when using the external asset?
Yes.
It seems to happen on the player character, too. It also seems to happen on odd-numbered resolutions.
If the issue is same as mine here, that can be fixed by using sprites with padding / margins
this is after adding padding to the tile sprites with the help of generating a sprite atlas
Last I remember, a sprite atlas only made it WORSE for my new pixel art.
The black parts on the sprites (not counting the door) aren't supposed to be here.
Those are the padding pixels
In this case they're exactly what we want the sprite atlas for
It didn't seem to get rid of the issue entirely.
What does it look like? Seams or stretchy pixels?
Is the texture AA visually functioning?
Stretchy and squishy pixels. The seams I got rid of already.
For the most part, it seems to.
Oh, wait. The AA texture seems to bring the seams BACK.
Stretchy pixels shouldn't be able to happen if the smoothpixel material is in use
Anything you can show could help
That's what I was talking about and showing before
Try this.
It doesn't look like smoothpixel is enabled or functioning here
We'd expect to see at least one pixel wide blur at the pixel boundaries
Well, no, because here, the filter mode is set to "Point" because Bilinear brought the tears back.
Is there a way to increase brightness of a sprite (e.g. that I use for a parallax Background to fade it out)? I know that I can use color (see Screenshot) for some color modifications, but this usually darkens the sprite. If set to #ffffff it is basically simply rendering the original color.
The default Sprite shader multiplies the colour- you can make a variant that uses the color differently.
very beginner question but if i wanna have a mostly geometric looking artstyle, what kind of tool/asset/import would i use? Idk how to even ask the question, if i wanna have for example just an asset that's the > symbol, looking crisp, would i just draw it in like PS and then import it with decent res? I'm from a webdev background so for this kind of stuff we'd just use an svg for example
the pinned message for vector graphics says the package is experimental and not recommended for production, so im not sure if that's the way to go
Depends on how adventurous you're feeling
If your graphics are best represented by .svg then the vector graphics importer/renderer may even be the best option
Or make them as meshes in a modeling program, though that's what vector graphics are anyway
No reason you can't import simply them as raster textures, but a problem could be that Unity doesn't use any real image resampling for textures that are rendered at non-native size
i'm open to learning, i've just never really messed much with art and occasionally i import assets and they come out blurrier than i want the game to feel haha
but at the same time i wouldn't wanna just have an absurd res to make up for it
Upping the resolution doesn't help
Textures rely on mip maps when rendering at non-native scales
Mip maps are pre-generated downsampled versions of the texture, in multipliers of powers of two
that makes sense
iirc by default with bilinear filtering when a texture is shown at below native size it uses the next lower mip level, so the resolution drops significantly
Trilinear filtering blends the two nearest mip levels together proportionally and looks better, but both are still incredibly blurry compared to real image resampling algorithms that image editors use
The exception to this is rendering an image at exactly native resolution, or at exactly the native resolution of a mip map, so 50%, 25%, 12.5% and so on
UI images also have the option of pixel perfect / pixel snapping that reduces blur further
But it's all kinda kicking the can down the road
Player screens are often different sizes anyway so you don't practically have perfect control over the display resolution
Mesh geometry doesn't suffer from any of those problems
Vector graphics package has tools to convert to raster images, which might with luck have a way to enforce native resolution rendering, but it also recently seemed to have gotten vector rendering tools
Third option for crisp images could be to create them procedurally with shaders, avoiding texture limitations
would you recommend the third option, or does that come with severe complications since i imagine i kinda have to mathematically describe my shape (which is probably possible for some of the simpler ones, but would get more complicated for more complex designs)
The downside is mostly just that it requires familiarity with shaders, the more the fancier you want the shapes to be
yeahhh
Shape complexity itself isn't a problem though
https://assetstore.unity.com/packages/tools/utilities/sdf-toolkit-free-50191
You can generate SDF textures to use along with step / alpha clip to give image textures most of the benefits of mathematical shapes
TextMeshPro uses this to render its fonts at "infinite" resolution
gonna read more on this, thanks a lot!
this is going to sound like a noob questions,
but is there no suc thing as a water texture?
Are you suppose to use other textures and then paint them blue to simulate water?
most sites are see, dont really have a water texture
Water typically does not use a "water texture", no. But it depends on the look of your game.
Alright thanks
There's a lot of ways to do water
It could be an opaque texture like any other, it could be a transparently blended texture, it could have distortion or animation or it could be mostly or entirely procedural
If you have an example of what kind of water you want to know about, we may be able to dissect it
Super dumb question but i can't get my camera to be of android portrait orientation, i did change it in player settings and even changed the resolution
How do you know it's not in android portrait orientation?
i figured it out, just forgot to change it in the game window itself xd
I was looking for something like this
the water is so nice and simple but yet as detail
Most likely overlayed animated normal maps which form the moving waves, and bend the reflection from the sky/sun
That's usually how it works in 3D games like that one
2D games more commonly use a simple texture or some kind of distortion
can you point me to some external source, kinda noob over here
There's countless different kinds of water shaders out there but here's one
https://youtu.be/gRq-IdShxpU
Thank you
Hi guys! Sorry if the question doesn't belong here. I have a problem where my tiles are 32x32, and they are set to 32 pixels per unit, and my player prefab also uses a sprite of 32x32 and it also has its pixels per unit set to 32, but for some reason my player is way bigger than a tile, I have to scale it down to 0.1, so any ideas why I have to scale down the player to match the size?
I haven't been able to find anything that really answers (or at least explains the more complex workings of this) but I'm looking for a way to have sprites (more specifically tilemaps rendered as chunks) behave closer to a 3D plane with a textured applied than the default behaviour using a strict render order
I still want to use the tilemap rendering system because it's helpful to have less important textures take up a small 256x256 png than a whole full size texutre.
Hello. I am having a problem with my character getting stuck in between tiles sometimes. I have found online that the way to solve this problem is to enble Used By Composite in the Tilemap Collider 2D, and set the Geometry Type in the COmposite Collider 2D to Outlines. (I have tried Polygon and Outlines though). I am now falling through the Tilemap Platforms, and I am not sure what I am doing wrong. I have edited the Sprites using Custome Physics Shape, and I don't know if that is causing the problem, or if it is something that I am missing.
For me, messing around with the "Pixel Per Unit" setting for the sprites and adjusting the scale of the grid object the tilemap is based on sorted that out. You shouldnt have to adjust the actual scale of the tilemap object, to my knowledge
I had to set "pixels per unit" to 100 as a way of saying the tile had a 1:1 scaling for my tiles which were 128 pixels. That is to say my tiles were designed for 1.28 unit sized tiles
How do I import this sprite character in my unity, I don't know how I'm gonna slice the the character right per frame
I tried 16 x 32, 32 x 32, 32 x 64 and 64 x 64. all of them didn't work
I need help immediately, how will I be able to slice these all apart in unity?
What does this mean exactly? You aren't restricted to using standard texture dimensions with 3D geometry
It seems likely those sprites also have padding/offset
Should I just set it to auto?
Though I was able to slice it apart properly but I have a problem with collision
Not before you've tried to figure out what padding/offset the sprites were designed to be used with
Automatic slicing produces totally subpar results if you've got any kind of sprite sheet animation
Do you have to have at least a knowledge with measurement stuffs to do it right?
I'm a bit confused with pading/offset and I don't know how they work
Padding is the pixels between each tile
Offset is the pixels between the texture edge along left/top border, so usually half of that of padding
It can be hard to know exactly what those values are for each sprite sheet but once you know what size the character likely is, you can pretty easily trial and error the padding/offset and keep adjusting
Thank you so much for explaining, I will take note of this
Ok thanks a lot! I will try it
You can use a different shader that uses the depth buffer.
Can someone help me with this? How do I save my player's position when I'm switching to different scene?
there any good vids compairing unitys built in 2d rigging and animating compaired to spine pro? only one i found was 4 years old, so hoping unity has sorted some of those bugs out,
https://docs.unity3d.com/ScriptReference/Object.DontDestroyOnLoad.html perhaps this will help
What I meant was more along the lines of sprites behaving like a flat texture, so instead of Unity rendering the sprites in a given order based on sorting layers and distance from the camera, it just considers it a flat texture like on a 3D model
I'll try and get an actual in game example tonight but it was pointed out that I could always change the shader a specific sprite or tilemap uses
You'll want to use a shader intended for 3D surfaces that uses opaque sorting rather than transparent sprite sorting
I didn't understand the part about "less important textures" or "whole full size texture"
I'll try that out
I guess that was less important information but my point was I still wanted to use billboarded 2d tilemapa despite it being a 3d game
This has to do with sprite outline, not slicing
Outline. Okay. Well, i reimported the image and it fixed itself, after a crash while trying to save it ๐
Thanks for the help, I'll remember your insight
how do you determine what the pixels per unit should be? if I used a 64x64 pixels canvas for creating my main character, should the pixels per unit be 64?
so i made a bunch of decorative foliage, and was thinking about how best to use them
is there any nice tool for just placing decorations?
like the tile palette but not bound to a grid
this worked perfectly, ty :y
Pixels per unit is just 'how many pixels fit in a 1 meter grid'
So a sprite with half the PPU will have pixels that look twice as large.
I could resolve the flickering issue by enabling generate mipmap of texture importer
But now I have another strange problem
The texture is very clear and working correctly [Left Image]
When I zoom out a little, the center part of texture is blurred and vanished at all [Right Image]
Is this normal using mipmap?
I don't recognize this from the appearance but I'd try different mip map filtering options, whatever they were
They can be a side effect of some setting but this is not typically expected
Okay Thank you @modest cargo I will try the options
I tried to resolve by changing each options, but could not.
Even in scene view I can see the vanishing effect
When I zoom in I can get the original clear grid
This must be related with mipmap because mipmap is for smaller resolution than original resolution
Mip map levels are half the original texture's resolution
Your texture is non-power of two and has odd numbered dimensions so it may be possible that mip maps aren't being generated, or not generated properly
Always use PoT dimensions if you can
Thank you very much. I will try
how do I set the width of this 2d camera?? it keeps scaling width with how big I make the window
ex.
The aspect ratio you see in the editor comes from your Game window
The aspect ratio in build is the user's screen's aspect ratio
To enforce a specific aspect ratio I believe you'd have to use the pixel perfect camera component with borders, force the game to run in a window or use a UI canvas with black bars that cover the outside of your virtual window regardless of the user's screen's resolution
Unity is generally intended to adapt to all resolutions and change the camera width accordingly
ok I see
so if the user has a tiny game window and cant see all the components properly? thats just a them problem
Hello. I am having a little bit of a problem with my character getting stuck on tiles on a tilemap. I have tried multiple solutions like using a capsule or circle collider on the player, but the problem that I am having with that is when I get to the edge of a platform, my character slides off, so I don't like that solution. I have found this solution mentioned a few times on some forums and on Reddit. It says to turn on Used By Composite in the Tilemap Collider 2D, and the Composite Collider 2D will turn the Colliders into one Collider on each of the platforms. I already had a Composite Collider 2D on my platforms because I am using a Platform Effector 2D on the platforms.
The problem that I am having is when I check off Used By Composite, the Colliders on the Platforms disappear. I have tried both Outlines and Polygons Geometry Type in the Composite Collider 2D, with the same results. One things I am doing is on the tiles in the Sprite Editor I did a Custom Physics Shape, because I was getting stuck on the platforms sometimes when jumping down, which I have to use IgnoreCollider on my player when jumping down to allow my character to jump down, because if I use the effector for that, it will cause my enemies on the platforms to fall through.
Can anyone tell me why the Collider is disappearing when I enable Used By Composite, but people in the posts that I have seen says it works great for them.
I appreciate your time. Thank you.
Hey, my png files for my animations seem to be getting compressed/distorted, despite me setting the compression option to "none" on the file. Anyone know how to fix this?
Okay, should this be the same for every pixel art asset I use? Or is that not advised?
Also, if I have 2 pixel assets, both created in 64x64 but one should be much larger than the other, do I scale it with the scale tool or simply enter a different pixel per unit for the other?
If you want to standardize their pixel sizes when used in a Sprite Renderer at 1 scale, you'd use the same PPU value for all of them
What you're describing "should not" be happening from the sound of it
Do you mean having different size assets if they're both created in the same resolution (64x 64) should not be happening?
Should not, if they really have those dimensions
And the same PPU
It is a matter of personal taste. If you want the pixel size to be consistent between assets, set the PPU to be the same. If you don't care about that, then you can either change the PPU or scale the object.
Hello, I just started using Aseprite Importer to manage my spritesheets - it's way more convenient and way faster to just have the .ase file in my project and plug those sprites in directly (All you have to do in asesprite is save and all edits will automatically apply to your unity assets). Rather than keep the .ase file external and import the .png. But is this a noob move - the .ase file is quite a lot bigger than the equivalent png file (16 MB compared to 6 MB in some cases)
If you pixel devs could share your workflow as far as asset importing and etc., that would be very nice!
(or not even necessarily pixel, just 2d in general)
I just started using Aseprite, so this is my first time exporting any sprite sheets. I exported it as a png although I don't really know the advantages or disadvantages of exporting it that way
I'm really curious how do you cram that much data into pixel art
my .ase sprite files are a few kilobytes at most
Weeeell when I say pixel I mean like 550x550 ๐
I have one that's way bigger that has all the rule tiles for a hex tile...
I don't think there's anything you can do really
Ase files have to store all their layers and frames whether they're imported or not
If they're included in the import they'll have to be stored again in the texture asset generated from the ase file
Consider ways to reduce the need to store that much individual pixel data? A lot of things can be generated on the fly or rendered procedurally
Hard to say without knowing what's in there
I don't suppose anyone has any clue about this problem I am having with my Composite Collider 2D?
Have you compared file size of a build? Most imported files get converted to unity's internal format in a build so the size of the source files usually doesn't matter.
I am not sure how the ase importer handles it but worth checking.
oh interesting
Usually it is just stuff in the /resources folder that is left in its original format, but specific filetypes might be handled differently so testing it definitely the way to go.
But that's why most peeps use uncompressed PSDs and PNGS instead of jpgs, for instance. The size of the final asset is determined by the import settings for your platform.
Crunch compression can help with build sizes but if you use big textures you'll have to store big textures
Image formats for web generally benefit from much smaller file sizes
First test with spine
is there an efficient way to add animated tiles to my tile pallette or do i have to add them as separate objects? (sorry if this is the wrong channel to ask this)
I believe there's an extended 2D tools package that has animated tiles.
yeah it's this one
Tiles: Animated Tile, Rule Tile, Role Override Tile
okay, i will try that, thank u very much
how can i make Open Sprite Shape2d work with rays
Add a collider, probably.
I've been experiencing a problem with Unity where my sprite is being shifted/distorted in the game view. Also, a few pixels occasionally flicker behind the sprite as well. Does anyone have any idea how to fix this problem?
A non-integer game window zoom level itself causes this, but it can also be caused by sprite PPU and camera ortho size not being an exact match
If it happens even with 1x, 2x or 4x zoom levels then you should look into using the pixel perfect camera component
Just used the pixel perfect camera component and the the image is no longer being distorted. Thanks!
Oh and those loose pixels might be just a slicing issue
Or that's where I'd look first
"Custom outline" can be used to crop slices in a tight way
I've painted with a tilemap and pallet before, but I can't get it to work in my current 2D project for a gamejam (i'm normally a 3D VR guy). Can someone see what I'm doing wrong?
i think i solved it. Each sprite I drag into the tilemap, it creates a .asset now. it didn't do that for the previous tile pallets I tried creating
And they show up?
yeah. i'm good now
Hi all, couldn't find anything on google, is it possible to draw tiles that are not aligned with the grid ? for decorations for exampe
you can modify their positions by adjusting their Transform component in the Inspector window
thats kinda jank but works ig
You can also just place gameObjects if you don't need them to be on a tile.
You don't HAVE to use the grid if you don't need it basically
You can also change the sprite pivot, if you want it to still be related to the grid but at an offset.
(For instance placing decorations at tile corners)
I ended up just placing gameobjects on the scene
Did you try selecting them and pressing the delete key on the keyboard ?
I personally havent needed to do that yet, but seems like a logical thing to try
Beginner question!
I have a 2D game w/ parallax backgrounds, the farthest back of which is completely static and unmoving. I want to use an orthographic zoom-out, which currently zooms out on everything- including that background.
I'd like the zoom to not alter the depiction of that distant background. What method would best accomplish this?
(One suggestion was to place the background on a canvas image that is drawn to screen-space, which I've tried, however I can't seem to get it to render behind everything else, even when setting the canvas's sorting layer to the far back.)
Screen Space - Camera type of canvas has "plane distance" that determines how far behind other objects the canvas is rendered
Alternatively you can use a script to scale the parallax images as the camera scales
anyone know why this could be happening? the character is a sprite which renders behind a quad like normal, but when i add a material i made it renders in front of it
and it only does that id the material's surface type is set to transparent
nvm fixed it by using the unlit/transparent cutout shader ๐
This is what the characters in my game look like on the phone. It looks normal on the computer.
Can anyone help me explain what Pivot in Sprites means? I'm having a hard time understand what it doesn, searching the document doesn't give off much info either.
Sprite Mode > Pivot
Are you familiar with the general concept of a pivot point?
In Unity the Sprite Renderer has a center point which is the Transform component attached to the gameobject
The Sprite Render picks a sprite asset to render, and uses the sprite's pivot position as the center point for it
So basically the Transform of the gameobject and Pivot of the sprite will match
Not really. Can you recommend some articles for further reading? Thank you ๐
Also thanks for the detailed explanation
Hmm I'm not sure if there are articles about it exactly
It's simply the local zero coordinate or "origin" of a sprite that it visually exists relative to
It's called a pivot point I assume because when the sprite is rotated, it pivots around this point, and additionally scales away from /towards this point
Because of this you may sometimes see systems that allow multiple pivot points for a sprite, even if the asset itself can only have one true origin
In Unity nested Transforms act like pivot points and that's also what pivot point sometimes refer to, though in technical terms Unity only refers to sprite origins as "pivots"
I'm testing out the 2d animation package, but the selections in the sprite editor seem super buggy. Any idea how to resolve?
For example I can't click on bones in edit mode, and if I try to make an area selection, it just shows this turqoise area that you see in the screenshot above
I guess it's just an issue in the 2022.3.4f1 version I'm using. ๐ฆ
Makes it pretty much unusable
Wait why the fuk aren't I using 2023... Just created a new project with the older version by accident heh
Let's see if it works in 2023
Heh works like a charm
Spent an hour on that
Any idea why I'm getting this error message when using the default sprite shader/material?
" is using a shader without GPU deformation support. Switching the renderer over to CPU deformation."
At first the skin seems to be working properly, but after playing, it somehow loses the connection from the sprite renderer to the skin/bones, so the sprite doesn't deform anymore via the bones
When I open re-open the scene, it seems to reset something and it works again
Also works in newer 2022.3. LTS versions
That bug was patched a month or two ago
Patching the editor doesn't tend to break stuff
Upgrading to another version, especially a tech stream, might
Hello working on a chatbox my Text(Legacy) dosent get displayed whenever I start the scene however on the right Inspector I can still see it being changed, what can cause it to make the text disappear? Whenever I start the scene it begins to change in the inspector but the text in scene just dissapears
Yeah I was just being dumb
From what I can vaguely make out of the color you're using, the alpha is set to 0
Funny how this would've been impossible for us to debug if the screenshot was ever so slightly more cropped
Anyone? ๐
Happens when having a sprite skin and running the game normally
So does it seem to break something?
It doesn't sound like a significant problem that the renderer falls back to CPU deformation
I think GPU deformation may be a new feature that the shader might not support yet, or broke if you upgraded
@modest cargo I'm not sure if it's connected to this, but this is the real issue I'm facing
So I have to re-open the scene in order to have the bones "attached" again
When I play it, the animations work properly during play. But then I stop, the skin-bone connection is lost, and it won't play again on Play either
Which editor version are you using currently?
2023.1.14f1
No idea, I'd test if the problem occurs in a newer LTS editor
2023.1. could still be rough
Newer LTS editor?
Latest LTS is 2022.3.10f1
I'm wondering if I could somehow make a sprite shader that somehow would have GPU deformation support
and see if that'd fix it
But no idea where to start with that
Yes
So far all non-shader deformation has been purely CPU
If it's Unity's work in progress feature, it sounds to me like potentially a very difficult sidetrack to implement it on their behalf
If it's supposed to work, I'd first see if the error persists in a fresh 2023.1. or 2023.2. test project
Hmm yeah good idea to test in a fresh project. Although my current project is fairly new and clean to begin with
It did go through an upgrade though as I understand
Not a process I have a lot of faith in, especially with SRPs
What do you mean, what went through an upgrade?
Also I'm using URP
I recall you upgraded from 2022.3.4f1 to 2023.1.14f1
URP assets may become subtly corrupted when upgrading
Maybe the shaders might too
Oh right, that's true
You've been paying attention!
@modest cargo created it and tested. I am getting the same error, but the "connection from skin to sprite" is not broken, so this would be a perfectly OK solution for me. Maybe this also proves that the warning isn't related to the "connection issue"
Seems to imply so! Missing out on GPU deformation means missing out on some optimization, but I think that's how it's been in previous versions anyway
You still have the option to install and enable Burst compilation for an extra kick of speed with Skinned Sprite Renderers
At this stage I don't care about the performance, just prototyping silly stuff
But this "connection issue" is then perhaps somehow caused by me upgrading the project... ๐
Deleting Library probably won't fix it...? Well, worth a shot
Nope, didn't help
Ehhh... I made the object into a prefab and that seemed to fix it
It's supposed to generate the project fresh but it won't help if the problems have wormed their way into the assets themselves, which happen more commonly now
Yeah kinda impossible to debug, but at least if the workaround works that I just found, I can work with it
Thanks for your help @modest cargo
This is my joy fella saying thanks
any idea how I might make this polygon collider2d work here?
not bones, just a lotta objects placed that have sprite renderers
What do you mean? Work how?
like it takes the shape of my guy instead of just being a pentagon
When you add a polygon collider it reads the Physics Shape of the sprite in the sprite renderer and adjusts its shape
This only happens in editor though so usually you'd use a box, capsule or circle collider that covers the character's poses well enough
Yeah I would probably go for a box collider with your chatacter
No capsules in 2d I think
So if I have a lot of sprite renderers as children it wont work?
It wonโt, but Iโm fairly sure you donโt want that to begin with
Box is better ofc, but figured I didnt know why it wasnt working anywya
Basically because of what Spazi said
It will take the shape of the sprite renderer you attach it to
Or more speficially the renderers physical shape that can be edited in the sprite editor
Is there a way to enable seeing all colliders?
not sure how these 2 are being forced so far apart
At least by selecting allโฆ
In the game view I think thereโs an option to view gizmos (incl. colliders)
Cute doggo btw
Physics debug window
And yes, like eeik said you'll also need gizmos enabled
How to solve the skill cooldown problem
I'm not aware of one such "the" problem
When I press the key to use the skill but the problem is when I keep pressing key the skill will conduct until I release the key
l want give it a limit about the time
How to control the function conduct once per second
Did you try searching for instructions how to script a cooldown?
I had asked ChatGPT but it didnโt work well
Not surprised
So,whatโs your opinion?
Try searching for instructions online
Google should prove useful, if you're familiar with that
And maybe even if you aren't
My mobile game, which I bought webgl build, shows characters as blue squares in places such as google, opera, yandex, but it looks normal in the browser named FireFox Focus, how do I solve this?
This seems more of a #๐โweb or #๐ฑโmobile issue
Look there for similar issue descriptions
is there a reason why the sprite renders so weirdly
it like goes it waves like what
my life will literally be so happy if it just stops doing that
ok i found out rigidbody2D was doing it
setting it to kinematic worked
Are your textures set to Point filtering? The 'cause for that in general is probably that the object is moving so ever slightly, so the renderer is trying to figure out how/where to draw those pixels
oh no i fixed it for some reason rigidbody2D dynamic on a sprite does that
It did it because it moved it with a bit of physical velocity
Because your sprite is not confined to the pixel grid, you will see that effect whenever something moves it in a small way like that
@modest cargo the "disconnect from bones/skin" issue is back. ๐ข
Not expecting you to resolve it, just saying
Made a new project and just copied the minimun necessities and the same happens
Boo
Any ideas on what I could try to remedy this issue?
If I reopen the scene, the skin works again until I hit play and stop
The plot thickens... but it's really hard to even describe what happens currently
I made a script that reloads the current scene when stopping the game, which fixes the issue, but comes with other issues like the entire hierarchy of the scene gets closed and your previous selection is lost etc...
I wonder what kind of "updates" I could try to do when entering edit mode that would somehow "rebind the skin"
The culprit has been found!
I need to have this "Reload scene" enabled
And the issue disappears
@modest cargo party time!
I see! Pretty rare that this affects much anything but not unheard of
Did you find it just by trial and error
Pretty much yeah. Figured that it had something to with scene loading, and then remember I had set these settings by hand
Why did you disable domain reloading? That is the 'reset all scripts' setting, and if it is turned off you need to add provisions to handling anything that does need to reset.
2d bones are updated via script so I could see that causing some weirdness
Aren't most if not all components scripts
I always keep Play mode reloading as slim as I can and when I run into issues with it it's almost always something in my own scripts
Yes, but what I'm saying is that 'stuff not properly being reset when leaving playmode' is exactly the sort of error that you expect from the domain not being reloaded.
And 2d animation package is buggy as fuck already, frankly.
Yeah what Spazi said, to keep the workflow as smooth as possible. This is the first issue I've ever faced related to the "reload scene" thing. I've had many with the "reload domain" but they've all been due to my own scripts that I want to make to work with having domain reload off anyway
However having scene reloading on isn't causing much slowness to the workflow really, it's the domain reloading that makes things super slow
Hey guys, I was wondering if anyone knows how something like this can be done?
https://hsto.org/webt/vy/d7/cw/vyd7cwsfbrkbe4majwq81fynkck.gif
I'm developing a 2D isometric pixelart game and this is such a problem that Unity didn't think of sorting lights just like any other object using Y ๐ฆ
I just don't know where else to put this, but I could use some guidance.
I have a 3D game where the player's inventory is represented by a hand of cards. I keep running into limitations with how I'm handling the cards. At first I tried UIElements, but that was bad. Next I tried UGUI, but this ran into issues with it not being possible to interact with 3D space. Currently, I'm just trying to make them physical objects as spriterenderers. I'm running into an issue with layering sprites. The parts of my card are dynamic (think background vs image) and as such, I set the order for the image 1 higher than the background. The problem is when 2 cards overlap, the image for the "under card" gets rendered ontop of the background of the "top card" and looks silly. I would prefer that I could just keep them all at sorting level 0 and have them rendered by hierarchy like ugui.
Should I just offset the different elements of the cards by .00001 or something? That seems a little hacky.
Nevermind I found this:
Unity's 2D lighting doesn't support isometric perspective or depth otherwise
It's all "flat"
Some solutions on the asset store might though
Or you could make it all in 3D with billboard sprites or mixed 3D and 2D
The above is taken from this unity ebook: https://create.unity.com/2d-game-art-animation-lighting-for-artists-ebook?-animation-and-lighting-ebook
yeah but that isn't the issue
I want Lights 2D to be sorted like sprites (Y value) and to have an effect only on the sprite that they are in front of on the same Target layer.
simple example would be :
Player can place multiple lights.
Lights have to affect Default, Ground, Player, etc. Target Sorting layer - so that they light up the player, ground and buildings.
Now if the player places a street light in front of the building it's Y should determine that it should light the building, the player and the ground.
If the player places it behind the building then it should light only the player and the ground based on Y. Just like if the player places a prop.
If there was only one light the issue would be simpler, but since the player can place one behind the building and one in front it seems more complex to me.
(the building would be transparent when the player is behind the building, or it could be exactly on the edge where we should see it only affect the ground and the player)
In the Normal map example, yes, objects would be lit as if they are 3D but that isn't what I'm asking about. The graveyard keeper's torch goes behind the tree and no longer affects it at all.
Also think of a forest, and it's night, the player has a torch. It should only light trees that are above player's Y and the trees below should be unlit (by that light) And since the world has other objects, props, and animals I can't just change trees sorting order layer dynamically because then it might be in front of some other object or behind. It needs to remain default.
I hope this is more detailed and I hope someone has some sort of solution, thanks everyone!
I'm making a auto tiler using the 2D extras rule tile, and it isnt tiling properly, there is supposed to be a transition tile between these two tiles.
I think its because these two tiles have the same rule settings
How can i fix this?
That seems quite clear from the reference clip
But as far as I've tried to achieve this it appears to be 100% impossible to achieve using the Unity's own 2D lighting system
Oh I thought maybe some more information would help people out in understanding that normal maps won't help :/
Yea sure, not related to those
@velvet hollow Unlike Unity's 2D lighting, this might do the kind of lighting you want https://assetstore.unity.com/packages/tools/particles-effects/smart-lighting-2d-112535
Alternatively you could abandon the 2D lighting entirely and use 3D lights with 2.5D style sprite setup
But that might require some time to rework stuff into 3D, if you've made stuff already, and to tweak some shaders to get it look nice
I did look at that but the game is so far into development that I'm super scared of doing radical changes
That asset from the looks if it doesn't require you to change anything, except perhaps define the kind of shadow casters it uses
Beyond that there probably is no simple or non-destructive way to get anything resembling isometric sprite lighting into your project
The asset is not using light2d at all, so everything would have to be re-done ๐ฆ I talked to the developer of smart light yesterday
I see! Despite that it's still less work than turning your game 3D
And less work than making your own isometric lighting system, I'd wager
Well now is the question is it worth the effort, not sure how much it would add on to the game to do such a big time investment
It's possible to write editor scripts to find and replace components in scenes/prefabs while passing properties between them which could be a worthy effort investment if you've got a whole lot of those components
there's like 1000 lights xD that have animations, scripts that turn them on Events or time of day, cutscenes and placable props that have lights with also animations/scripts
crazy amount of work tbh
There aren't really a lot of options though
Making a lot of anything using a system you don't want to be using is jeopardizing a lot of time and resources whichever way you cut it
true true
game is called Everholm, you can take a look on steam if you like
maybe we don't even need it but it just bugs me a lot
What you have there honestly looks good already! I'd only consider making the switch at all if the new system is guaranteed make some future content or features significantly better and easier to implement
Rarely that's the case with lighting though since they're more just flavors of the same thing
Looks great otherwise too ^^
Thanks! We're trying really hard haha ^^ Well, the only time I feel like we need it is when the player places a light behind something like a tree and you see that the street light is behind the tree but then you also see that it lights the tree up..
or a building or any other sprite
I guess it will stay like this and I'll wait for some future magical update for unity's lights haha
I get that
If it's not practical to technically do something the next best thing is to try to pass it as an artstyle thing and lean into it
What messed uppedness do you precisely refer to
While I avoid the 2drp stuff, can you disable the light from a given light on a sprite programmatically? Or alter the shader to take the depth into account?
From what I know 2D lights can exclude objects by sorting layer, but if there's another way it must be somewhere under the hood
Its spacing is not proper i cant set things next to each other properly, they overlap and leave gap too, i saw the demo version where the all platforms attach to each other properly but as you can see in the image there is gap.
Man would I love to know how to do something like that haha ๐
This tilesheet layout seems unconvential to me
Some tiles are 32x32, others 16x16, yet the 32 tiles are placed at an offset of 16
The Gate is 10x9 of 16x16 tiles
Looks that these are most likely made for a 16 size grid with some tile combinations meant to be used as combos, or meant to occupy more than one tile space
Yes 16*16 seems to fit perfectly for most tiles, but what can i do about the others. Im unable to change their sizes individually, it changes the whole set. I spent hours yesterday trying to figure out how can i make it work. What do i do?
Maybe it's meant to be used this way
Notice how the 32* tiles have their Pivot point at the center of where a 16* tile would be, so at 8, 8 pixels
This means each 32* tile occupies only a 16* grid square
Which is maybe kinda awkward but usable so you can have different sizes of tiles together
They must all still have 16 PPU
im a newbie and its kinda hard to understand... the PPU should be 16 but how do i slice the tiles like u did?
You can create slices in the sprite editor by clicking and dragging with the left mouse button
And select slices by clicking them so you can edit the Pivot precisely
Ohh... Thanks a lot, i was soo troubled with this yesterday.
so I'm working on a project in 2022.3 and it uses HDRP because it's mostly a 3d game with 2d elements, but i want to also have like menu scenes and whatnot that are 2d pixel perfect in a retro SNES+ sorta style.
i'm having problems figuring out what to use for the Pixel Perfect camera though - the 2D pixel perfect one warns me to use the URP Pixel Perfect camera instead because it's not compatible with the scriptable pipeline. but does that mean i need to install the whole URP package just to get its camera or is there supposed to be an HDRP equivalent? add component gets no results for "pix". i'm a little afraid adding the URP package will interfere with my HDRP setup which is why I'm asking instead of just trying it.
actually i don't think i actually need it for purely UI driven scenes???
How do i fix that the tiles stick out of the grid
Use a correct PPU value for the texture
It should be the width of one tile in the tilesheet in pixels
PPU?
I needed a very small 2d asset, and i tried scaling a big image and that didn't turn out great. I discovered that using an image as big as how it should be in pixels on the screen works the best, but how would this work for bigger monitors? It's fine for 1080p, but something like 4k?
Whats PPU?
pixels per unit
you can find it in the import settings of each texture
it defaults to 100
From further research I'm guessing I should import a sprite as big as how it should be in screen size but x4 to accomodate 4k and then generate mip maps to scale down for each monitor (?)
If your art is not pixel art, then your art should be created in dimensions that are big enough so the sprite can be displayed without stretching in its native scale on the biggest monitor you expect the user to have
You should not under any or most circumstances upscale art before importing it
It does look kinda choppy tho. I'll send a screenshot in a sec
That I'm aware of. I just meant that if the asset was gonna occupy 100x80 pixels in screen size in 1080p I'll export it in 400x320 from illustrator
That sounds right
If you're working with vector graphics I think there's also the (experimental?) vector graphics package that may potentially streamline this process, but I'm not familiar with it
I tried it, it's a bit buggy and overall i don't think I'd get much value from working with it
That's good to know
This is the gist of it in any case
should i still enable mip maps?
Yes, mip maps are required to smoothly scale down any kind of texture or image in Unity
Since Unity doesn't do any realtime downsampling like image editors or browsers do, it just has to settle for blending between mip levels, each of them being half the original resolution
For this reason it's important that the texture dimensions are even, or power of two ideally, or compiled to a sprite atlas
Oh actually 4K UHD monitors are twice the width and height of 1980p monitors, not quadruple
You'd be future proofing for 8K monitors that way
this is without mip mapping
..lmao
my bad
Oh, okay. What do you mean with "even or power of two"? you mean as if they should be multiples of 2?
that's 8k then
Those are the best dimensions for textures since they can always be halved and stacked together if needed and they're compatible with GPU's internal optimizations, 8, 16, 32, 64, 128, 256, 512, 1024, 2048 and so on
But as long as the dimensions aren't odd numbered the mip maps should work okay
If you use the sprite atlas feature then the dimensions don't matter, since the atlas will always be created as PoT, as long as they fit onto the atlas
would you advice the atlas workflow?
Since mip maps are pre-downscaled versions of the texture always half of the original, that means that the sprite should be crisp at 1x, 0.5x, 0.25x and 0.125x scales
Anything in between will have to blend the two nearest mip levels so they will be at least a bit blurry
Enabling Trilinear filtering may improve this
Well it makes sense. Thanks!
.
https://docs.unity3d.com/Manual/SpriteAtlasWorkflow.html
It's super simple using this feature
Basically create the asset, include the sprites you want and it's done
oh okay, researching i found that people use it to avoid having too many gpu calls, so should I create a sprite atlas for each different asset or a big one for all of em?
The purpose of the atlas is to combine many textures into one
While minimizing draw calls may be its main advantage, it also has the advantage of inherently removing non-power-of-two dimensions from all included textures, improving mip mapping and compression
Additionally it has the benefit of the padding setting that can solve color bleeding issues with sprite sheets
Not fundamental gamechangers, especially if your textures already have good dimensions, but useful to leverage especially if your sprite dimensions change a lot over development iterations
enabling mip mapping makes it a quite bit blurry. Should i change something from the default settings?
This is unavoidable, especially if the sprite is not viewed at exactly half, fourth, eight or so on scale
Even then the sprite will be viewed at whatever downsampling the mip map generation can do
@snow fog oh and also if this is a Canvas image, you may want to enable "pixel perfect" on the canvas so the sprite can't be between pixels positionally
Got it. Thanks!
much better than the original result
Color bleeding between tiles in a tilesheet can be caused by multi-sample antialiasing and/or by lack of padding on the sprite sheet for the tile sprites
Creating a sprite atlas of the tiles and defining padding in its settings is perhaps the most convenient way to add padding to your tiles
What?
Translate it so a new person to gamedesign understands it
That's asking a bit much if I don't even know what part exactly mystifies you
Since you've now got instructions how to fix that specific problems, you should be able to search the new terms on google as part of your research you do when you learn how to implement the suggested fix
That's how it works for everyone really
But I can elaborate if you can point to a specific part that seems hard to understand, as long as you've tried to understand it
Color bleeding between tiles and Creating a sprite atlas
When you said "got some lines" those lines are color spilling from adjacent tile sprites on the sprite sheet
Padding the sprites with the sprite's own edge color would prevent this kind of color bleed from appearing
A sprite atlas can do this automatically, and it's a feature in Unity
https://learn.unity.com/tutorial/introduction-to-the-sprite-atlas
But note that not all gaps between tiles are color bleed, they can be air gaps as well which can't be fixed by this particular fix
I have a question
I gave my character a scarf
that follows them
but, it doesnt realyl fit in
because its not following the pixel grid
and like, its not pixely
is there a way to pixelize it?
i know i can give it an outline using a shader, but im not sure if there's a good way to pixelise it
i made it using a linerenderer
If you are using the Pixel Perfect Camera component, you can check the "upscale render texture" option that forces everything into pixel grid, including non-sprite graphics
i do, but it kinda messes something else up
i thought there might be another way to do so
Hey guys, is there anyone who can tell me what im doing wrong? I have two different Tilemaps which dosnt stick to the same Grid or atleast not to the same spot of the Grid.
What does it mess up?
I have some of my sprites rotate 45 degrees
and i kinda want to keep free rotation for my objects without them looking really weird
Not sure if its worth it
If it's exactly 45ยฐ then you could consider making rotated variants of the sprites
If that's not an option I think your other options are to either render the scarf to some kind of low resolution temporary buffer or render target, upscale that and use that as a sprite
or dot the length of the scarf with small squares so it becomes kind of a chain of pixel perfect sprites
Im not gonna make more sprites, because the rotation isnt locked to just 8 directions
other things sound rather complicated, but ig i'll try to figure em out
thanks for help!
Also, what's the best way to give it an outline
I tried using a shader, but it didn't go well
Making another bigger line renderer under it also poses some unwanted issues
There isn't much of a best way
Shaders maybe if you know shader math, but if it works for the line it might not work for the pixelated version of it
If you use the sprite chain method or render target texture method, you can make duplicates of them tinted black on a lower sorting layer
With the sprite chain you could use a sprite that's one pixel bigger, and with the render target texture you can do the duplication many times with an offset in each direction
Using a separate buffer for it also enables the possibility of using an outline algorithm on it, but those can be complicated and expensive if done with scripts, and super complicated if done with compute shaders
Compute shaders might be the best way to do all parts of the effect, but they're way beyond most people including me
Dang, I see
That's a shame
I used to assume there is a simple solution for every problem I encounter, but I don't know it due to my inexperience
Seems like it's the first time that's not the case
Okay, I think a better solution would be keeping pixel perfect camera
And coming up with a solution for the umbrella rotation
You could make a pixelation shader for the line renderer or, like Spazi said, build the scarf out of smaller sprites
The problem is, I have no idea how
I can make a shader that pixelates the UV
But not the mesh
Which will stay smooth like that
What I'd do is use a gradient along the edges, and pixelize the alpha based on that
Hmm
Won't that still not be pixel perfect
Cuz of the mesh
I think I'm just gonna use a pixel perfect camera
Other issues that it causes sound easier to fix
And it looks very good
Hi. Is there any (huge) performance difference between animating sprite via spritesheet and storing that spritesheet in variable and feed shader with specific frame at given time?
By "animating via spritesheet" i mean using animator and renderer component. To be more precise - i'd like to combine two different animated sprites in a single shader
Well, if you want to do that with them animating independently in a single material, then the shader option is the only option; a spriterenderer animation in the animator only can do a single sprite image per sprite.
yeah, that's what i thought, thanks
Could someone help me with Isometric Rule tiles, i cant seem to get them to work
this is what it looks like
it isnt supposed to be like that tho
Hello, Im really struggling with figuring out how TileMaps work, I have been trying my hardest to paint but its not responding the way I want it to. I just want to select parts of the tile to paint, but when i go over the painting area, it gives me the entire thing!
Am I suppose to divide the sprite into multiple? idk what im doing really
whys it do this
hm?
add the pixel perfect camera package to ur project and then add it as a component to your camera
This is color bleed from adjacent tiles on the sheet
Pixel perfect camera component may improve it, but you may also need to add padding to each tile in the sheet
Sprite Atlas with its padding feature can do this automatically without requiring editing or re-slicing the sprite sheet itself
Does anyone know if it's possible to 'mask' an image within another image while also preserving the aspect ratio? Or is this something I have to use an image editor for
Sprite / image masking doesn't affect scaling of either sprite/image
You use whatever scaling methods you normally would
guys, how can i fix this?
left side is a simple guy, it's how he need to be.
in centre the arm of guy overlays other guy... in right side... idk, what the hell
All 2D renderers follow the rules of 2D sorting
https://docs.unity3d.com/Manual/2DSorting.html
It makes sense that if your character heads are set to be rendered after the bodies, that goes for all of them even across different characters
You'll probably want to use the sorting group component to group multiple 2D renderers to use the same sorting priority, with the order between them sorted internally within the group
https://docs.unity3d.com/Manual/class-SortingGroup.html
oh, crap, thx you, i don't know about sorting groups
Snapping and parallax don't immediately seem to have a lot in common to me
You can hold ctrl while dragging objects to snap to grid increments, so if your sprite sizes fit the grid you can tile them seamlessly
You can hold V to grab sprite by its vertex, and keep holding it to snap to another sprite's vertex, meaning you can tile them seamlessly regardless of their shapes or sizes
Though not always, seamlessly tiled sprites are often when making a parallax effect which by itself refers to objects moving at different speeds relative to camera speed
no i mean like 2 images snap them right at the end
they are not tiled
just regular images
Yes, that's what those two snapping techniques aim to do
By "tiling them" in this context I just mean placing them end to end
I'm using the Pixel Perfect Camera for my game with the following settings running at a fullscreen 1920x1080 and getting some weird artifacting. The video shows the artifacting, the gif shows the expected animation. Anyone know what's up? Unsure what other info would be relevant here ๐
gif came out a lil crusty, here's a better view of the expected animation:
Is the leftward animation made with different frames or a flipped sprite renderer?
I'm rotating the transform of the sprite renderer's object
Also, upon re-exporting the spritesheet with spacing inbetween the frames, I'm getting different artifacting
For the leftward animation, I'm no longer getting the white pixel artifacting on the left, but for the rightward animation I'm still missing the 2 outline pixels for the hand
Is this spritesheet bleeding? And is there anything I can do to combat this artifacting, seeing as just adding padding inbetween the frames didn't completely solve it?
Seems quite strange
is the sprite mode full rect or tight? I'd see if using full rect has any effect
Instead of extinding the pixels on the padding I might try to re-slice the sprites with at least a pixel of empty space on all sides
Full rect results in the same issue, and I think I'm already slicing these as you suggested
I'd include the margins in the slices
Looks much cleaner that way, but I'll still occasionally see a few pixels randomly show up
also i hadn't even noticed before sending that but it looks like there's a small black line at the end there, cutting off the legs
These issues also don't occurr if I'm using Pixel Snapping instead of Upscale Render Target on the Pixel Pefect Camera component, but the Upscale setting was very handy to make pixelated lines with the Line Renderer
Actually, scratch that, I have no idea what's even happening with Pixel Snapping on... Shouldn't that sub-pixel gap be impossible?
Yes, especially if you're using upscale render texture
In that case, I did not, but Pixel Snapping alone should have prevented it
Should've
However, it seems the issue with that was that my sprite's anchor point was not the corner of a pixel
Haven't seen this one before despite using the pixel perfect camera a bunch
Is it URP or BiRP?
Maybe this is causing the artifacting as well?
Pretty sure it's URP, but I'm not sure how I could confirm it
Potentially!
You can see Project Settings>Graphics if a SRP asset is assigned there
Seems to be the case, after all :') time to re-anchor every spritesheet for this character!
hello! it is a bad idea to use a 8000 x 6000 px image for the background of a top-down shooter game? xd
or should i use a tile map?
If you have that option, yes
Reuse and recycle each pixel you can
okkk thank you @modest cargo !
Im using URP, and i have 2D lights in my game
i was wondering how can i make it so that the light source only affects some objects
but not the others
Here's how it looks rn
light affecting bg buildings looks kinda bad
these are supposed to be very far away
i tried to mess a little with lighting layers and sorting layers, but it didnt seem to work
im 99% sure i just didnt do it right
2D lights should have a "target sorting layers" option
But wnever i change the sorting layer it just turns black, and renders over everything else in the scene
Thats how it usualyl looks
Oh okay i figured it out
the order actually matters
i made a player movment that can jump with a raycast and when i try to jump on a close sprite it doesnt work
Does anyone know a good tutorial on how to do this
Hey, i have a scrollRect but when the content is very big the scroll rect is like 2fps how do i do?
why does my spritesheet look so bad
while the creators looks good and clear
what settings am i doing wrong, pls help.
i figured it out Filter mode to Point and compression to high quality
๐ญ
I'm not sure this is a right channel to ask, so sorry if I've pick wrong
I need an advice or maybe resources to read about what are the best practices of drawing pixel art tileset of topdown surfaces. Like in my project I have dirt, water, grass, ground, etc tile surfaces. So I'm thinking about to make those nice looking transitions between different types of surfaces.
The question is what is the best techniques when I need to have transitions between multiple tile tipes? I was thinking about simple overlapping, when tile types have layer number and for example grass overlaps all, then dirt goes and finally water. However I will be glad to take an advice!
what should I do if, when decreasing, the object drops very, VERY much in resolution...?
1 In game
2 Original
Enable mip maps
Trilinear filtering may help also
hey everyone, im new to pixel art and i made a character for my game (i think it is 24x24 or 16x16) anwyay how can i make the backround cuz obvously it wont be 16x16 but i dont want the pixels to be like bigger if yk what i mean
and this is prob a dumb question but i genuinly dont know
As long as the PPU setting is the same and they aren't scaled, the pixels will be the same size.
i think i did scale it as otherwise it is blurry in unity
is there a different way to fix that
the pixel art maker i used had a scale option before exporting
can i not just scale it the same amount
Well, you'll have to do the math to figure out the correct size if you're scaling it.
what math
it will be a 64x64 scaled x3
and 24x24 or smth scaled x3
thoights on this ( it will shoot fire
It looks abit to simple ig but not sure what to change
so what you want is for all the pixels of all sprites on screen to be the same size?
even backgrounds?
Not sure really as i have never made a pixel art game
I just dont want them all looking different
As well as that i need someone to comment on the flamthrower i made cuz it seems a bit bad but idk what to change
You want them to be sharp no matter how big they get?
Yes i think so?
as in, say you have this sprite that looks nice when you leave it:
Is it a good idea to have the backround at a higher resolution
but when you stretch it out, it gets all blurry:
They are both blurry
oh
in that case you just gotta mess with your sprite settings for all of your graphics in unity
Nah i mean both of yours are blirry
But ok so for the backround
What resollution?
Is best?
i couldn't tell you, it varies case by case
are you trying to tile your background or make it as one single piece?
Well i want the backround covering the whole screen but if it is 64x64 it wont be
I was gunna do 1 piece
Idk if that would woek
Though
And maybe ill just do tiles to save time
oh okay
i mean you can do that
you don't have to do it in tiles
Its ok tile is probably easier/ quicker
what i mean is that you have a sprite that when you leave it at it's native resolution, looks sharp and nice
but if you make it bigger, say to a 128x128 background and stretch it out to fill the screen, it gets blurry
I scaled it in my pixel art program
so when does it get "blurry"?
It doesnt if i scale when i said blurry i was talking about ur images
i was talking about this
Yea if i scale it which u said not to or smth it makes it not blirry
๐
also no, i don't think i get what you mean, lol. i assumed that you said you wanted all the pixels of your graphics to be the same size
but then you said that you were "not sure really"
Anyway since ive realised ill do tiles im pretty much sorted thanks
If anyone knows what i could change woth this however please say
.
Is it possible to get the pixel data of what's being shown through a sprite mask?
I have a blank 100 x 100 sprite that I 'paint' pixels on and depending on what it's on i want to check what percentage of the sprite mask area is painted
Not really
Reading pixel data is super difficult
It's best to avoid having to do that by tracking the covered area separately from graphics
Such as by having a lower resolution invisible grid with a script that fills the cells with color or binary data at points where the painting is happening and count those
oh man yea that sounds good
I think I can make an array, I just want the alpha info
the problem is seeing what is being masked
and mark that as 0
or whatever
the masking is the problem though, I want to track the percentage of what's visible
If i turn the mask off you can paint anywhere on the blank sprite
Another option is to use compute shaders which can read and write textures very quickly and efficiently, but they're hard to use
but is there a way to find what is outside or inside the mask? And put that in an array?
I don't know any other way to paint on an enemy other than using a sprite mask
I don't know exactly what ways there are, but it's a very complicated problem to solve
In that case you'd generally go the other way around and store that data when performing the painting.
may someone help me this is the unity error:
this is the first one he posted, its not blurry
For me it was blurry on phone
Why are my tile textures blurry despite having seemingly correct settings?
When it's not in playmode it's fine, but when I enter playmode it automatically becomes blurry
image of it not in playmode
I'm a moron, I was thinking the max size thing would be affecting each individual tile, changing it to be higher than the full tileset texture fixed it
Hi, I'm trying to draw 2D game elements from an isometric view
How do I unify the drawing style and make the objects consistent in size? I work with several people
Hey I was wondering if you could somehow smooth out parts of a tilemap collider like what I got here?
You can edit the sprite physics shape via sprite editor for a custom collider, or set the tilemap to use full tile collision instead of the physics shape
thanks!
Hello, I'm trying to fit different foliages for a tree, i have the triangles set but its seems to cut off at the end likely because the 2d branch is too wide, how to fix this?
hello this has happened a few times and I cant seem to fix it except to delete everything and start from scratch with building my bones. randomly one or more of my 4 limb's will stop functioning. In this photo, the arms work (white lines) and the feet dont (green lines). I dont know why or when it turned from white lines to green but they were working an hour ago. When I move the LimbSolver2D target, the green lines follow it but the foot doesnt
here is how to reproduce the issue, I've tried from scratch 3-4 times
Is it possible to constraint an end point of a Sprite shape controller to another moving game object, and keep the start point stuck on another spot?
It's basically a flower head and a stem, and the flower head is moving back and forth. I want the stem to follow it, but I obviously want the stem attached in the ground, with just the end point moving along the flower head.
https://docs.unity3d.com/Manual/class-LookAtConstraint.html
This component should be useful
You'd have the stem "look at" the flower head
Just make sure you have a transform origin / sprite pivot point at the base of the stem
I believe that the node info is exposed in script so you should be able to set them dynamically
Nobody's gonna download a suspicious pdf file off discord; maybe try pastebin or imgur or something?
Oh ye I didn't notice it was about points of the sprite shape, constraint components might not work in that case
Hi there! I used some textures in Unity and messed with the colors of these images with the color picker on Base Map.
Is there a way I can generate new image textures with the edits I made within Unity?
There are third party methods for baking shaders to textures which is technically what you'd have to do
However applying a tint to a texture is such a simple operation it'd be easiest to use an image editor outside of Unity to make edits of the textures
The default blend mode is "multiply", but particle materials can also have overlay, additive and subtractive blendings
All of those are supported by most image editors
Thank you Spazi!
anybody knows if unity has any plans to implement 2D navmesh baking? i know navmeshplus exists and i got it working, but it feels really hacky...
why I can't have the additional options like him help me
Your script is not the same
c bon j'ai trouvรฉ
I can't slide the rigidbody into the RBI can't slide the rigidbody into the RB
Rigidbody and Rigidbody2D are not the same
thank
and also why my character is not moving forward yet it seems to me to have done everything well
You'll want to ask in #๐ปโcode-beginner
Having some issues regarding pixel scaling despite using PixelPerfectCamera; The strange thing is this does not occur on my own system, it only occurs for a few other users, so my guess is it's hardware specific. Any advice?
The UI is rendered with a seperate camera to a canvas, but this canvas is rendered by the game's main camera, which is forced to integer world positions, and uses pixel perfect camera.
You can see it here in the crosshair, this issue doesnt occur at all on my end, only on other users' PCs
the screen gets scaled up correctly, and only applies integer scaling as it should, but its as if pixel perfect camera is not scaling to the correct resolution, or the pixel grid is being offset slightly
Why is my sorting not working?
No matter what option i choose. the sorting does not change
It might, but it looks like your tiles are not actually overlapping so the effect would be imperceptible
hmm i might have figured it out. My sprite is 32x32 pixel art, what size should my gridmap be?
i dont get why y = 32 looks bad, but y = 24 looks kinda all right :/
@modest cargo
Not sure
Only the "top face" of your tiles should be considered when you're figuring out the hexagon size, at any rate
You might also need to adjust sprite pivot points
I see. So i guess like this @modest cargo
Yea that makes sense to me anyway
Isometric grids are not something I have a lot of experience with though
always make sure to read the docs and look at multiple tutorials too
yeah i was following a tutorial but i might have missed a step since his worked and mine did not haha :d
Hello everyone, I have a question about the Isometric Rule Tilemap. I've checked some of my settings, and everything seems to be correct. Why is it displaying abnormally, like in the video?
In terms of the sprite sheets / sprite editor / sprite slicing - I've chosen to split sprites in my sprite sheet up into 16x16 sprites which is what most stuff fits into, but in the future I might have a building sprite that breaks the height and goes to maybe like 20x16 and then i'd want to use this building sprite in my game. How would this work with the sprite sheet being sliced into 16x16 chunks?
If I want to make a 32 by 32 pixel sized sprite would I make my canvas 32 by 32 pixels
Just slice that sprite differently?
Make sure the pivot is placed correctly.
I've been trying out the Aseprite 2d importer, while it seemms to be quite good an powerful, i'm having a bit of trouble with my asset workflow rn
i have a custom material that supports an emission mask for 2D sprites, it uses the SpriteSecondaryTextures feature. The way how i have the mask setup is that it's set as a different layer from the main diffuse sprites (as shown in the picture below)
however, i cant really make, nor know how to make the importer create a texture fromm the emissive layer so i can properly setup the emission mask. my idea then became making another .aseprite file which would be just the emmissive layer and hope the dimensions match. sadly to my disapointment, the importer refuses to properly make both sprite dimensions match, as shown in this picture
now i'm running out of ideas on what would be the best way to implement my desired emission masks, i'd appreciate if anyone knows some kind of trick or tip to making both sprites have the same dimensions
I've fixed it by making the emissive mask actually only mask the bits that have actual pixel data instead of masking the transparent bits
by doing this both sprites end up with the same dimensions as the other one
So I've created a tilemap that has a collider attached to it. The tilemapcollider2d has a CompositeCollider2D so its like an edge collider. How do I make it so when I raycast and hit one of these oval colliders, I get the info (like extents and center) of THAT particular collider and not the entire combination?
Is there a way to create a reusable color asset in unity? The goal is to take multiple sprites and change the color on all of their sprite renderers at the same time from a single source in the Unity editor.
post only to one relevant channel
I am trying to create a lineRenderer with a collider so i can detect collisions. I am having a problem where the mesh does not align with the actual line
the code:
Am i missing something ? ๐
I think it something to do with the worldspace. How can i turn it of?
Color is 0->1 btw
Your line renderer should set set to useWorldSpace = true if you're using world space coordinates
@hollow crown thanks for the reply but i went with another approach. I had to many problems with the mesh renderer.
i raycast, and then draw the line that way.
does anyone know the fix to this sorting problem in a top down game
the gun rotates towards the mouse
How are you handling the sorting? My guess is that the center of the sprite is moving which is affecting the sorting if you are axis sorting? You could try putting the gun physically in front of the player(on the z axis), or setting sorting layer order explicitly.
i fixed it by placing a sorting group component on the player (parent of the gun)
Can I ask where can I learn how to using handcraft art
Hey, we have this odd issue where the gradient in the UI (using unity canvas UI) is much stronger than the gradient in the PNG itself
could this be related to the way PNG handles transparency (even though it shows up correctly in the preview) ? I'm not sure where to look ๐ค
(compression is off)
Show a sprite import settings
Click on a sprite in the project window.
From there, you should see a button that says Sprite Editor?
Where were you trying to open the editor from before?
https://docs.unity3d.com/Manual/sprite-editor-use.html
the botton that says sprite editor
the one your talking about
it just doesnt open and gives me a error message
Ah, well you should have started with that. What is the error message?
Ok.. it just doesn't do anything? Hmm, I'm really sorry but I'm not sure then
Bro. Just be patient. Your question is right there. It may take some time. Ask again in a few hours or tomorrow
Does anyone know why my sprite editor wont open ive downlaoded it and I also dont get a error message it just doesnt open
Yo how do i get a health bar on unity 2023.1.19
Does anyone know why the sprite editor wont open for me>i have tried opening it and it wont open , and there is no error message.ive also downlaoded the sprite 2d package
hello
i am having trouble with the content of the game brush, it doesn't brush the asset type but makes gaps instead
like that
does anyone know how to fix it?
that does not solve it
What does not solve it?
There probably was a miscommunication there
If by "game brush" you mean gameobject brush, then the gameobject size must match the grid size
Tiles sprites must have a correct PPU to fit on a tile grid, so if the gameobject tiles which you're painting use sprites, check their PPU values as well as the gameobject scale/size
and it doesn't brush
as I try to use that setup
it keeps clicking and not letting some of it brush the tile
So, as spazi said, and I said like two days ago, you have to adjust the PPU of the sprites
PPU? where?
Pixels Per Unit.
On the sprites
Check this out
https://docs.unity3d.com/Manual/Tilemap-CreatingTiles.html
How do i turn on grid snapping for 2d? It only seems to work in 3d
Should work with both ๐คทโโ๏ธ
It's just the icon that looks like a grid with a magnet on it
Yeah that just doesnt work for me unless im in 3d
nvm I got it to work
this is my problem, the character does not show above the surface, but is behind it, does anyone know what to do?
Set the sorting layer of the player on it's sprite renderer to be higher than the tilemap
You will need to be conscious about your layers and values as your scene becomes more and more complex.
Yes, you'll want to organize layers and values. If you keep everything on default, you'll lock yourself into a corner.
Is someone good at pixelart ?
Don't crosspost and don't post vague and contentless questions please
I'm lost on how to proceed with a sorting issue I have. The short version is this: I don't know how to guarantee that a character with multiple sprites is always drawn together.
My game is top down 3/4ths. Up until now my characters have all been made of a single sprite, but now I need to split them into multiple (for instance, head and body are split so that the head can be swapped out)
Here's the problem: I need a way to sort multiple sprites that all belong to one character, but I've already used all of the available methods to sort.
This means that I can't sort the body and head in character A without another character B having the potential to visually split character A in half if they happen to be standing at the same position
To elaborate on "using all the available methods":
I use Sorting layer to determine sorting between multi-floored room levels that are all visible at once
I use Order in layer to determine sorting between things like the floor of the level, the entity shadows, furniture tiles in the level, the entities themselves
I use Transparency Sort Mode of "Custom axis" (z) to determine sorting between entities that share the same layer and order in layer. This way a character standing behind another will correctly work. To accomplish this I manually update the z depth on every frame based on the character's Y position.
Frustratingly, a Sorting Group in theory is exactly what I need to use, but it then destroys the functionality of Transparency Sort Mode.
Any tips would be appreciated!
I'm not entirely understanding why the sorting group isn't suitable.
It is supposed to work with custom axis sorting.
(Though it certainly might not in all situations!)
Though worst case, could you just update the sort order of the group manually rather than manually updating the Z?
The custom axis sorting stops having any effect once a sorting group is added. Changing z doesn't seem to work to change order within the sorting group or order between sprites in the sorting group and other sprites not in the group
Interesting...
This is the solution I'm leaning towards now after giving it more thought.
I should be able to combine multi-floor room levels and sorting for floor, shadows, furniture, etc to all fall under Sorting layer, which frees up Order in layer to be used to determine depth sorting. That would in turn allow me to use sorting groups to keep a character together
I'm lucky that my game is low resolution pixel art so I should be able to cleanly sort every possible screenspace y-position using just the 16 bit value available for Order in layer. I have no idea what the solution would be if my game used less visually-discrete positions.
I've always felt like I'm missing something when working with unity2d for top down games tbh. It feels like they mostly made it with sidescrolling platformers in mind
They made it for UI ๐
that also would make sense
We are still seeing long term consequences of that origin.
But yes, a lot of the features they added have sidescrollers in mind.
The great news about changing away from custom axis sorting is that I will no longer run into the issue of sprites getting too close to the camera and clipping out of existence if they run down for long enough
Hmm, what a huge pain, there are actually a lot more layers I have to manage than I expected now, since previously Order in layer was just a simple int. Is there some way to define Sorting layer in script?
Guess I'll just spam layers named like 0 through 20 or something
Renderer.sortingOrder
Why is my tilemap doing this? It renders in play mode in the editor but not in the actual build:
This is the order within layer
changing sorting layer seems to be done with something like
renderer.sortingLayerID = SortingLayer.NameToID(sortingLayerName);
which only works for pre-defined sorting layers. It's not the end of the world though, I should be able to just predefine a bunch in the editor and hopefully have enough
Has this happened to anyone else before? Project and assets all imported properly everything completely fine, everything consistenly works... but then you close/ load your project and everything is blurry? Thank you!
Looks like you nudged the game view scale slider
Even at 1:1 itโs blurry
Are you using the pixel perfect renderer?
The pixel perfect camera? No not yet
But have never had this issue before- when I tried adding the pixel perfect 2D camera it also didnโt resolve
Well, it is pixel art so you're gonna have scaling issues whenever the screen size isn't a multiple of the pixel size
Just strange Ive been working on this for a month and never had the issue after importing art correctly
then just reload the project and every single thing is blurry
Did you change your texture import settings?
Where can I check that