#Smooth Pixel Art Camera Help

1 messages · Page 1 of 1 (latest)

grand juniper
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yo guys, want a smooth camera in a pixel art game (as in having damping) but I do not want pixel snapping. I know Godot can do this somehow, but I don't know about Unity. I have tried just about every plugin/addon asset that there is, and they all still have pixel snapping. I know you can do imperfect pixel art or whatever, but aren't there downsides to it? If not, how do I use imperfect pixel art for a smooth camera? Any help is appreciated!

pliant vale
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have you tried pixel perfect camera? it's not an external asset/add-on, it's a package that comes with the 2d feature

grand juniper
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also im in 32x32 so pixel snapping is REALLY noticable

serene phoenix
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you'll need to show an example of what you want to achieve

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i'm guessing this would mean that:

  • each pixel in your art takes up a 2x2 / 3x3 / etc. block on the screen
  • but, these blocks don't have to be aligned to a 2/3/4 pixel grid
carmine delta
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had the same issues, unitys pixel perfect camera is unfortunally really limited, let me know if you find anything

grand juniper
grand juniper
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and i want to achive what this guy did: https://www.youtube.com/watch?v=QK9wym71F7s

How I fixed Pixel Snapping / Jitter in my game using a subpixel camera to achieve smooth pixel perfect movement.

Access my Subpixel Camera files by supporting me ❤️
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kind stag
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if im not wrong this isnt the same pixel snapping issue thats talked abt in the video

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ur problem mainly happens actively when moving instead of when coming to a stop

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im guessing ur moving ur character using rigidbody2D physics right?

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if so make sure the 'Interpolate' option is set to "Interpolate"

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and also make sure that ur cameras follow code is updating at the same rate with actual movement

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cause if im not wrong, if ur moving based on rigidbody, that means ur moving in the physics tick, which is fixed. But if ur updating ur camera at another tick like update then its gonna look jagged

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setting rigidbody2D movement to interpolate mostly fixes this but its good practice to put camera updating position code in LateUpdate()

grand juniper
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that was a dif problem i fixed

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see how it like really pixelates whenever i stop and it drifts to me?

kind stag
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my first intuition tells me it has to be cuz of the way the camera follows the player

kind stag
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and if the distance between the player and camera pos are really small (in the exact moment its drifiting towards the player) each the actual lerp/increment inwhich the camera is moving by gets smaller and smaller

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so i think making the camera js lock into place when its a certain distance from the player or changing the rate of change of the follow camera (t) to a static/constant value when its a certain distance away from the player will fix it