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(Edited 1 time) (+1)

Just use Unity's RenderTexture. Take a look at the example in the manual (near the bottom of the page).

You can quickly build on that process by using a Quad (GameObject -> 3D Object -> Quad) instead of a cube.

  • Create a new RenderTexture asset
    • Set the resolution to 64x64
    • Set AA to none
    • Set Filter Mode to Point
  • Assign the RenderTexture to the "Target Texture" field of the Main Camera
  • Create a Quad (GameObject -> 3D Object -> Quad)
    • Turn off Cast & Receive shadows on the Mesh Renderer
  • Drag the RenderTexture asset onto the Quad to use the RT as its material
    • Change the shader on the Quad to use "Unlit/Texture"
  • Create a new Camera
    • Set this to Orthographic
    • Set Size to 0.5 (assuming that the Quad is of unit size)
  • Align the Camera to the Quad
  • Create a new Layer
  • Assign that new layer to the Quad
  • Set the new camera to only render that layer
  • Set the Main Camera to exclude rendering that layer

Tada! You got yourself a low res 64x64 setup in Unity. =D

Essentially the "Main Camera" captures all the gameplay, and the other camera will just render the Quad and nothing else. The only problem now is building a player with a 1:1 aspect resolution. I have not found an answer to that yet other than what nothke has said about Screen.SetResolution.

Thanks A LOT! I'll be using this method to my game. Now I'll prototype until I have something fun to play.

I've just used this method and works like a charm. Now I have "only" to set up the fixed resolution. Thanks

(Edited 1 time)

While I was digging around looking for similar setups, I came across PixelCamera2D. The approach is somewhat similar, though it is already packaged as a prefab.

Regarding the fixed resolution, I tried out Packer's Auto Resolution script and it works great. I just made a few tweaks. In the Update method, I also call the AutoScreenSize if Screen.width != Screen.height, and I have an IsPowerOfTwo method instead of checking for each height value. You can take a look at the code here. The code ensures pixel perfection; it changes the resolution to the next power of 2 smaller than the chosen resolution. It works for both windowed and fullscreen modes.