Version: Unity 6 (6000.0)
Language : English
Introduction to the Pixel Perfect Camera in URP
Make Cinemachine compatible with the 2D Pixel Perfect camera in URP

Prepare your sprites for the 2D Pixel Perfect Camera in URP

Set up your spritesA 2D graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. More info
See in Glossary
for compatibility with the PixelThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary
Perfect CameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
component.

  1. After importing your asset into the project as sprites, set all sprites to the same Pixels Per Unit value.
    Setting PPU value

  2. In the sprites’ InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
    See in Glossary
    window, open the Filter Mode dropdown and select Point.
    Set Point mode

  3. Open the CompressionA method of storing data that reduces the amount of storage space it requires. See Texture Compression, Animation Compression, Audio Compression, Build Compression.
    See in Glossary
    dropdown and select None.
    Set None compression

Follow the steps below to set the pivot for a sprite:

  1. Open the Sprite Editor window for the selected sprite.

  2. If the sprite’s Sprite Mode is set to Multiple and there are multiple individual sprite elements in the imported texture, then you need to set a pivot point for each individual sprite element.

  3. In the Sprite panel at the lower left of the Sprite Editor window, open the Pivot dropdown and select Custom. Then open the Pivot Unit Mode and select Pixels. This allows you to set the pivot point’s coordinates in pixels, or drag the pivot point around in the Sprite Editor and have it automatically snap to pixel corners.
    Setting the Sprite’s Pivot

  4. Repeat step 3 for each sprite element as necessary.

Set up snap settings

Follow the steps below to set the snap settings for your project to ensure that the movement of pixelated sprites are consistent with each other:

  1. To open the Increment Snapping settings, go to Grid and Snap Overlay in the SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
    See in Glossary
    view.
    Snap Setting window

  2. Set the Move X/Y/Z properties to 1 divided by the Pixel Perfect Camera’s Asset Pixels Per Unit (PPU) value. For example, if the Asset PPU is 100, you should set the Move X/Y/Z properties to 0.01 (1 / 100 = 0.01).
    Grid Snap Setting window

  3. Select the Grid Snapping icon to enable it (highlighted in blue).

  4. Unity does not apply Snap settings retroactively. If there are any pre-existing GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
    See in Glossary
    in the scene, select each of them and select All Axes to apply the updated Snap settings.

Introduction to the Pixel Perfect Camera in URP
Make Cinemachine compatible with the 2D Pixel Perfect camera in URP