I have a Unity Project and somehow the edges of objects in my Scene (Scene view and game view) look like this:

enter image description here

I think I already had that problem once, but in my recent projects, this didnt happen anymore.

Is there any solution to that?

  • \$\begingroup\$ Sorry, can you clarify, what would you like your edges to look like instead of this? \$\endgroup\$ – DMGregory Mar 20 '20 at 21:11
  • \$\begingroup\$ @DMGregory If you soom in a bit, you can see that the edges arent one straight line \$\endgroup\$ – Patrick Mar 20 '20 at 21:12
  • \$\begingroup\$ It looks like your model on the right has a taper to it, and the model on the left is rotated relative to the vertical lines of the screen's pixel grid. So, there needs to be a place where this diagonal edge shifts from one vertical column of pixels to an adjacent column, no? Are you looking for anti-aliasing to smooth this transition of diagonal lines across pixel columns? \$\endgroup\$ – DMGregory Mar 20 '20 at 21:16
  • \$\begingroup\$ @DMGregory If thats the only way to smooth the edges, yes. But does a cube really look like that even without pp effects? Seems a bit bizarre to me. \$\endgroup\$ – Patrick Mar 20 '20 at 21:20
  • \$\begingroup\$ Maybe you're just zoomed in more than you're used to. Yes, every diagonal line drawn on the raster grid of a computer monitor ends up following a stairstep pattern, unless anti-aliasing is applied to fuzz-out the steps. \$\endgroup\$ – DMGregory Mar 20 '20 at 21:36


Simple answer: The unsharp edges are normal, but anti-aliasing solves the problem.

Longer answer: In my case, the anti-aliasing still did not manage to make it look good enough. However, I discovered the Universal Render Pipeline, one of the 2 new render pipelines by unity (probably, the High Definition Pipeline would give an even better look).

I made a new URP project and in the settings of my main camera I activated anti-aliasing and set it to Fast-Aproximate-Anti-Aliasing.

  • 1
    \$\begingroup\$ Can you include screenshots to demonstrate the steps and result? \$\endgroup\$ – DMGregory Mar 30 '20 at 20:21

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