People have very diverse devices and screens and will see your game in a variety of resolutions and aspect ratios. When defining asset size, it’s important to consider the platform or the devices that the game is going to be published on. You can find more info on the Pixel Perfect in the documentation. It comes with a simple component to put on the Camera which will do the hard work for you and make sure the art stays crisp and aligned with the grid of real, small pixels on any screen. Unity now has a Pixel Perfect solution in the form of a standalone package if you use the Built-in RP and included in the Universal RP and the 2D Renderer. So in general in pixel art, you don’t need to bother too much about the screen resolution, but you start from your art and the feel you want to convey (old-school, NES-era, 16-bit era, higher-resolution “modern” pixel art, etc.) and you scale it up a few times. It means that one pixel of your original art is now a square of 2x2, 4x4, 8x8 real pixels on the screen. In pixel art graphics you have something that’s extremely low resolution, and you want to blow it up to 2x, 4x, 8x, or maybe even more, its original resolution. If you’re a pixel artist, a word of warning: most of the tips in this post don’t fully apply to your situation. Note: Pictures in this blog post used the beautiful 2D assets from the Asset Store, in this blog we use art by the artist Mikael Gustafsson. “How big do they need to be?” As usual in game development, the answer to this question is “it depends”, but let’s go over a few concepts that will make the decision easier. Unity doesn’t express the size of an object in pixels and this can confuse artists who are creating assets for 2D games. In recent years, we’ve been working on a lot of features that help you create 2D games in Unity: Sprite atlas, 2D physics, a Tilemap feature for rectangular, hexagonal or isometric worlds, the spline-based Sprite Shape, 2D animation, and more. Read this blog post to get a better idea of what’s the best course of action for your project. At game events and online, people often ask me this question: “I’m making a 2D game in Unity for both PC and mobile: what resolution should my assets be?” There is no simple answer to this question that covers all cases.
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