I'm developing a game with an 8bit look. I want to target iOS and Android devices.

The real resolution for my backgrounds is 108 x 192.

Should I should put them in that same resolution and scale them in Unity using FilterMode / or s there a way to make the camera use nearest neighbor?

Or should I resize all my sprites before importing to something bigger? And if so to what size? 1920 x 1080?


I think you have to weigh the cost / benefit of loading larger assets into your project verses dealing with scaled game objects within a scene. Personally I keep my assets at actual size, smaller the better and throw them into a sprite sheet, and scale them up within the editor. FilterMode Point is so crunchy works just fine for me! and from everything I have experienced the performance hit from scaled game objects is negligible.

The best thing you can do is actually take a look at Static Batching here: http://docs.unity3d.com/Manual/DrawCallBatching.html which would have much more potential for improved performance.

Overall targeting a phone, I would want to keep my assets as small as possible.

  • \$\begingroup\$ hi @Joe, I understand I will use all my assets with their real (small) sizes. My question is do I need to resize each sprite with FilterMode.Point or can I put them in a GameObject and scale them all at once? let me know if the question is not clear \$\endgroup\$ May 1 '15 at 15:36
  • \$\begingroup\$ I just posted a related question: gamedev.stackexchange.com/questions/99321/… \$\endgroup\$ May 1 '15 at 15:48

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.