![]() You also want to adjust your Pixels Per Unit setting to match the resolution of your tiles (for pixel-perfect results). You probably want to use the Grid - By Cell Size method, which is basically how this is handled inside Tiled. You can then click on the Sprite Editor button and cut the sheet into individual sprites using the Slice function (now separate, as of Unity 5.6). Therefore the SpriteMode should be set to Multiple. ![]() If this doesn't help, could you post a picture of your import settings?Īfter the import settings screenshot has been added, it seems to me the issue lies in the SpriteMode settings.Īs far as I understand, the image used is a Spritesheet in form of a tilemap. Select RGBA 32 bit if you need the alpha channel (transparency) or RGB 24 bit if you don't, to get your texture uncompressed.Īnd don't forget hitting that Apply-button! ) All palettes can be downloaded and imported into your pixelling software of choice ( learn how ). We include both palettes that originate from old hardware that could only display a few colors, as well as palettes created by pixel artists specifically for making art. You can override this for individual platforms at the bottom of the texture's import settings. The Lospec Palette List is a database of palettes for pixel art. This is likely if it is a POT texture (Power of two resolution). You should choose "Full Res" for your current default settings.Ĭonsidering you already changed the filtering from Bilinear to Point (no filter), the issue may be that Unity compresses your texture by default. You can choose between "Full", "Half", "Quarter" and "Eight Res". You can also set the "Texture Quality" which defines the overall texture resolution in your project. The green tick shows what currently is selected as the default quality. The matrix on top gives you a selection of all current quality levels for the Editor itself as well as all build target platforms. Usually fiddling around with those values should help making your sprites look sharp and not blurred anymore.Īs pointed out, there are also default quality settings you can try. You can see that sizes above the dimensions won't have any effect, whereas smaller values will scale the sprite down, decreasing its visual quality. The next picture shows the differences between Sizes 512, 256, 128 and 64 for a Sprite with dimensions 423 x 467 If your sprite sheet is already smaller than the "Max Value", increasing it will have no effect though. It scales the dimensions of your sprite to not exceed the specified value. You can also try to increase the "Max Size" value for higher quality sprites. Here you can see differences between the different compression qualities, ranging from "Low" over "High" to "None" Increase the "Max Size" and maybe disable "Compression" or increase the quality of the compression. If that doesn't help, try messing with the quality settings in the Sprite Import. Here you can see the difference between bilinear and point filtering. Posting my comment as an answer after all.Īs I suggested, one way to get rid of blurring is to set the "Filter Mode" of the sprite to "Point (no filter)" instead of "Bilinear" or "Trilinear"
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