#Pixel
1 messages · Page 1 of 1 (latest)
okay
If this slider is at 1x, it shows the pixels that the camera renders as they appear on a user's screen, given the resolution defined next to the slider
If it's changed, the rendered image is stretched for preview
It doesn't affect how the graphics appear for the user, but for you it can squash or stretch pixels which causes jagginess
it cant go below 1.5x
and what do u think the proplem im asking help for is
this is the setup
the image is it mid fall?
I don't think physics or movement have anything to do with the issue
-_-
Can you show this view but with the Game window
here
Thanks
You probably can't change the Scale slider because your resolution is in "Free Aspect" mode
That means the resolution is calculated automatically and fit into view
You should instead set it to a specific resolution for this testing purpose
can you say what you think im asking about bc i have no clue if you know what im talking about
You see pixelation and jaggedness when the sprite rotates
I've been trying to determine if the main issue is the jaggedness or pixelation, if not both
And trying to get you to see the sprite rotation as it really is occurring without Game window zoom introducing additional visual problems
So, getting the Scale to 1x is the first priority
Because it pixelates everything after rendering, nothing you can do related to rendering can have a positive effect as long as the zoom is non-1
What does it look now if I may ask
the same
That's not expected
So I would like to visually confirm
Seeing the rotated sprite as well as the Game window details together
here
It's no longer jagged or pixelated, but it is somewhat aliased at least
The Camera properties define a type of antialiasing
will this be enough to make peaple rate mygame one star less?
I wouldn't know anything about that
have you made any games?
Yes, but I'm not concerned with ratings
what games
Anyway, I expect the camera you have in your scene may have its antialiasing set to None, or to TAA
TAA can cause blurrriness or other visual artifacts in motion
In that sense it could be related to motion
None makes the pixel edges hard
one sec playing roblox while talking brb
died
so do ub have any game making tips?
im making a rpg top down
like the binding of issac
but difrent
:)
Hmm I guess on the technical side the most important thing is to always take time to go read the instructions and documentation of the tools you're using even if it may feel unnecessary
Often might find out you have tools available you didn't even know to look for
do u want to hear about my game plans?
On the less technical side think about what is it exactly about the games you enjoy that makes you enjoy them
So when they inspire your own projects you have a better idea how to make your games fun in the same or better way
Not really, honestly, I'm here just for the problem solving
I'm sure everyone I help has exciting plans
alright
https://docs.unity3d.com/Manual/urp/camera-component-reference.html
This page explains the Camera AA methods applied after rendering
https://docs.unity3d.com/Manual/urp/universalrp-asset.html
This page explains the "hardware" AA methods applied during rendering
Which includes Render Scale
You probably want to use one of the options, to get smooth rotations
Render Scale is the most effective but the most expensive to render
FXAA on the camera is the cheapest, but the least precise
thanks
is there one that edplains movement
i just tried to ocrrect explains and it didnt send
There is information about movement but it's a whole field of topics, there can be no just one explanation for it
top down wasd
There are various ways to get input from keys for moving
Various methods of collision detection for both 2D and 3D games which inform the way an object should be moved
But there's no need to start with that level of complexity, best to find a tutorial or guide for the kind of movement you want and try it and then build upon it if it works as hoped
well i cant make enemys if the chareter cant move