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[GUIDE] 64x64 on Unity 2021 Sticky

A topic by TylerCode created Jul 27, 2022 Views: 1,353 Replies: 14
Viewing posts 1 to 10
(3 edits)

Intro

This also exists as a GitHub Gist, which is easier to read IMHO

It’s that time of year again. Time for the #LOWREZJAM!!!

Almost every year so far, I’ve created a guide to getting 64x64 resolution working as natively as possible so this year is of course, no exception. This is not for absolute beginners but if you’ve done some tutorials for unity then you should be fine here.

This guide is going to go beyond just using the default pixel perfect camera and such and the goal is to have Post Processing, UI, and the normal artwork ALL being forced into the 64x64 resolution. I want to warn you, this is janky, but it DOES accomplish those goals. Every time I’ve tried to do it in a more clean fashion, I end up with UI that is affected by post processing, or UI that isn’t interactable, or some edge case in the Pixel Perfect Camera component.

Last thing, if you don’t care about post processing, this is actually much, MUCH easier, you can scroll to the end for that. Anyway lets jump in.

Project Setup

We’re going to start with a NEW, 2D URP project on Unity 2021.3.6f. I want to stress that this will work for 3D as well but it DOES require URP and for you to install the pixel perfect packages from the package manager. (It’s actually easier in the Built-In pipeline but you end up with a similar setup to this. You can reference my old guide for that.

Once we have that setup, make a new scene and save it as “64xTemplate” or something similar. In this case, we’re using a LIT 2D (URP) scene. At this point, I like to add a 2D sprite rotated at 45 degrees so that we can see our results.

first image

Game Camera!

  • Create a new folder in Assets called Camera Rig.
  • Inside this folder create a new Material that uses the Universal Render Pipeline > Unlit shader. Name it “Main Render Mat”
  • Also in that folder, create a new Render Texture and name it “Main Render”
  • Assign the new Render Texture to the “Main Render Mat”’s Base Map texture

image

  • Set the render texture to have a resolution of 64x64
  • Set the render texture Filter Mode from Bilinear to Point
  • On your main camera, rename it to “Game Camera” (it should keep its MainCamera tag so it continues to work with Cinemachine)
  • On your “Game Camera”, tick the box for Post Processing
  • Now, on your “Game Camera” , set the target render texture to your “Main Render” render texture.

image

  • IMPORTANT If you are using 2D art assets, you need to add a Pixel Perfect Camera onto the “GameCamera”
  • The Pixel Per Unit size needs to be 6 and the resolution needs to be 64x64

image

Render Camera Rig

Okay, so… this is where it gets… Janky.

  • Create a new camera and call it “RenderCamera”
  • Remove the Audio Listener from this camera
  • Move it FAR out of the way, for example: 0, -1000, -10
  • If possible, use that position as it’s easier to setup if your X is 0, and your Z is -10
  • Set your Camera Projection to the following settings:
Projection: Orthographic
Size: 5.333333
Clipping Near: 0.3
Clipping Far: 20

image

Next, add a Pixel Perfect Camera component to it with the following settings.

Assets Pixels Per Unit: 6
Reference Resolution: X64 Y64
Crop Frame: Windowbox
Grid Snapping: Upscale Render Texture

image

Rendering Object Setup

  • Create a new 3D Plane (Yes, even in 2D).
  • Make it a child object of the “RenderCamera”
  • Set the transform to the following:
Position: 0, 0, 10
Rotation: 90, 0, 180
Scale: 1.06, 1.06, 1.06

image

  • Now add that material we made earlier. Main Render Mat!

You should have something that looks like this now!

image

Post Processing

Add a Global Volume to the scene and create a new volume profile on it. For ease of testing, add a couple of effects that make it easy to see. After that you should have something like this:

image image

Easy right? All the effects are pixel perfect and show as you might expect!

Finally… UI…

This is the last little bit here, it’s the reason for all that annoying setup. This is probably the last year this tutorial uses UGUI based on the roadmaps I’ve seen, but I could be wrong.

Right click in the heirarchy and create a new UI > Panel.

This should have added a few new objects into the scene

Canvas
> Panel
EventSystem

On the canvas, set it up with the following settings

Render Mode: Screen Space - Camera
Pixel Perfect: YES
Render Camera: RenderCamera
Plane Distance: 5
Sorting Layer: Default
Order in Layer: 1000

image

I won’t get into UI specifics but you can adjust your panel or add buttons and they will show up overtop the game scene. Most importantly, they won’t have any post processing applied to them.

image

For fonts, honestly I have not come up with an ideal solution. There are some pixel fonts that I’ve found look good but it’s a matter of getting them aligned properly so they don’t get destroyed by the pixel processing. In the past I’ve cheated by hand-aligning them all where they looked good but your mileage may vary on that.

This is a pretty good starting point depending on what kind of game you are making. This setup will work in 2D and 3D with no differences except you will need to import the 2D pixel perfect package into your project.

If you don’t care about post FX

On your main camera, add a Pixel Perfect Camera component and give it the following values

Assets Pixels Per Unit: Depends on your project, its up to you!
Reference Resolution: X64 Y64
Crop Frame: Pillarbox
Grid Snapping: Upscale Render Texture

Make a new Canvas and set it from Screen Space - Overlay to Screen Space - Camera and assign your main camera to it.

Profit???

UI will work as usual and will adhere to the pixel perfection. The only issue, is that this UI setup gets affected by Post Processing if you use it.

That's a great idea, thanks for sharing your techniques. I'm sure it's gonna help a lot of people.

Great info on the set up. But for this jam I can't recommend pico 8 or tic-80 for this

omg i literally could not have participated in the jam with out this thanks bro

(1 edit)

Hi, I tried this and works like a charm! I do have a problems though. When trying to export a WebGL and upload to Itch.io to test it either:

  • just shows me either a blank screen or
  • I can’t see an object that tracks the mouse position using object.position = Camera.main.ScreenToWorldPoint(Input.mousePosition);

In the video I show what I say on the second point. The Game View has a Free Aspect and when I move the mouse the transform has some kind of offset. When I try a custom 64x64 view on the Game View it works but then when exporting it it doesn’t.

Let me poke around at this for a bit. I’ll see if I can give some answers to it.

Hi, the thing I forgot to put in this guide is that the “GameCamera” also needs to have a “Pixel Perfect” component added to it. This component needs to have a pixel per unit size of 6 and a resolution of 64x64

Quick question tho, i try to import pixel art and It is either showing parts of the pixels or its sizing is wrong

do u know how i could import pixel art with this config

Hi, the thing I forgot to put in this guide is that the “GameCamera” also needs to have a “Pixel Perfect” component added to it. This component needs to have a pixel per unit size of 6 and a resolution of 64x64

(1 edit)

Two updates I’ve made.

I forgot to add that the “Game Camera” needs a “Pixel Perfect Camera” component as well. This component needs to have a pixel per unit size of 6 and a resolution of 64x64

The second thing is that the “Render Camera” needs to have its “Audio Listener” component removed.

Both of these are now in the guide, but if you used the guide the first or second day of the compo then you are probably missing those steps.

How do i do it with out urp and post processing

Heyo, if you don’t care about URP or post FX, you can just use the pixel perfect camera component. There is one made for the built-in pipeline included in a 2d project. Once you have that added just change your UI Canvas to world space and set the camera to the one you have the pixel perfect camera component on.

You can reference my old guide for some additional details. https://itch.io/jam/lowrezjam-2019/topic/515490/how-to-2d-pixel-perfect-64x64-in-unity

Hey, First of all thanks for this great tutorial.

Quick question, I have some simple lines in my game, but when they are in certain positions they either do not render at all or render at a different scale, is there anything that can be done about it or this is just normal for such implementation?

(+1)

Just in case someone has this problem, it has to do with the render camera.
It also breaks some other things like onMouseDown() not working or screen to world point/viewport whatever bring back unusable coordinates.

Using the simple method, without lighting support(1 main camera + pixel perfect camera attached to it), gets rid of all these problems.

(+1)

Thanks for this, I wasn’t expecting as many issues with this setup. If you don’t need post processing, then it is better to use 1 main camera and the pixel perfect component. It works slightly differently than the method that we’re doing here. Next year I’ll be sure to include this as well.