Timeline for Understanding pixel art in Unity 2d
Current License: CC BY-SA 3.0
10 events
when toggle format | what | by | license | comment | |
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May 27, 2017 at 9:24 | vote | accept | Green_qaue | ||
May 26, 2017 at 13:03 | answer | added | DMGregory♦ | timeline score: 22 | |
May 25, 2017 at 19:53 | comment | added | Green_qaue | @DMGregory Yes that is what I couldnt wrap my head around. Don't know why since now that I understand it seems so obvious. But thanks for explaining! | |
May 25, 2017 at 19:52 | comment | added | DMGregory♦ | PPU is how many pixels fit in one world unit. If you always want your pixels the same size, then you should always use one consistent PPU value. (That means a 16x16 shrub and a 64x128 elephant both at 16 PPU will both show the same pixel density, and the elephant will cover 32 times more screen area than the shrub does). Is that all you were wondering about? | |
May 25, 2017 at 19:48 | comment | added | Green_qaue | @DMGregory So if my tiles are 16x16, and I want a character with more detail (as you can see the 16x16 character above has very little detail), for example 32x16, I should create a 32x16 sprite, and keep PPU at 16 (same as tiles)?. Or for example if I wanted an elephant, then maybe that would have to be 64x128, would I then set that to 16 PPU as well? | |
May 25, 2017 at 19:39 | comment | added | DMGregory♦ | The effect shown in your example screenshot will happen if you put two images together with different PPU values (or if one image has its pixels doubled/tripled in the texture itself, or you've applied a scale to one image but not the other). If you stick to one consistent PPU value and don't scale your sprites then you'll keep a consistent pixel density | |
May 25, 2017 at 19:32 | history | edited | Green_qaue | CC BY-SA 3.0 |
added 328 characters in body
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May 25, 2017 at 19:29 | comment | added | Green_qaue | @DMGregory Sure, let me upload an image | |
May 25, 2017 at 19:28 | comment | added | DMGregory♦ | PPU has nothing to do with the texture dimensions of your sprites, it just decides the scale at which they're displayed relative to your world coordinate system. Two sprites with the same PPU will show the same pixel density (ie. the displayed size of each pixel block will be the same from one sprite to the other when viewed straight-on), even if the images have completely different sizes. So I'm not sure what you mean by "won't that make it look a bit weird" — can you elaborate on exactly what visual issue you've observed? | |
May 25, 2017 at 19:19 | history | asked | Green_qaue | CC BY-SA 3.0 |