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Thanks!
I ued the pixel perfect and it worked just fine.
For further reference: I'm building to 840x480 res 

How do you setup your pixelperfect camera

(+1)

I follow this guide line: https://blogs.unity3d.com/2019/03/13/2d-pixel-perfect-how-to-set-up-your-unity-p...

Thanks yo

(1 edit)

I am fairly certain that "Pixel Snapping" is required, otherwise you would have pixel movement that is much smoother than 84x48.

Edit: Upscaling is superior in my opinion, I made a short video demonstrating the differences.

Maybe, i don't know :/ . First time dealing with resolution..

I actually think maybe upscale render texture would be also good

By reading the guide line aguen, i think  upscale render texture makes more sense than the Pixel Snapping

I concur. Pixel Snapping caused the pixels to snap into position during movement but scaling them still caused sub-pixel rendering. If an Upscaled Render Texture works for your project I would use it.

Honestly, i can't see any difference with them on or off. Even if i remove the Pixel Perfect Camera, i don't see any diference. I think that is because i'm using the same ration, my res is basicly the same but 10x bigger. Meaning i have the "same pixels but larger".

I can be wrong,  idk :/ 

I made a short video demonstrating the differences. 

The squares of the gray grid in the background are 1px each, 84x48 upscaled to 840x480. The left side is the scene view, the right one the game view.

  1. Without Upscaling or Pixel Snapping: the pixel perfect component has essentially no effect besides changing the cameras size.
  2. With Pixel Snapping: scaling the sprite still won't cause the entire pixel to be filled, moving works fine though.
  3. With Upscaled Render texture: both scaling and moving the sprite fills the entire pixel.