So, I been struggling with this for a while now. This is what is happening:
I want to make my pixel art to look crispy and readable, so I added a cinemachine camera with the perfect pixel extension on. But it does not work, i need someone explain me how should i configurate my pixel perfect camera so my pixel art can look its best.
I am using 8 bit pixel art assets.
Can’t access that link.
In any case adding the pixel perfect component isn’t enough. Firstly I also believe you need a regular Pixel Perfect Camera Component on the actual camera itself in additional to the cinemachine one on your virtual camera, as the latter drives the former.
Then you need to pick the right reference resolution and ensure your camera’s orthographic scale is calculated correctly based on your Pixels Per Unit (which should be consistent across all your assets), which is calculated with (resolution / PPU / 2)
. So if you pick a resolution of 360p, and a PPU of 32, that’s (360 / 32 / 2) = 5.625
ortho scale.
You also want to make sure all our assets are positioned correctly, easily done with a snap settings set to one 1 / PPU.
Reason for all this is if you want your pixel art to correctly align with the actual pixels on screen, and with how the pixel perfect camera renders things. Otherwise you get uneven jittering and half pixels, or pixels of your art not being rendered at all.
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Thank you for your response.
I already had the pixel perfect component to the actual camera, the thing is that I don’t know how to pick, or I don’t know what resolution I should be using.
this is my pixel camera right now:

I updated the link, you should be able to access it now.
Yeah that’s the part that confused me for a while to. A comment on a youtube video eventually made it ‘click’.
Namely you want to pick a resolution that suits both your style, and can be scaled up to common resolutions, and has a suitable orthographic scale for how much 2d ‘field of view’ you want.
360p is a good one for ‘chunky’ pixel art, as it scales up to 720, 1080, 2K and 4K without any half pixels. It’s what I’m using with a PPU of 32 for my sprites.
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After a while finally got to the core of it: The quality settings, I was using ultra high levels.
After deleting all quality levels and only using very low quality, all what you said immediately started to work.
Thank you for helping me!
You bring up a good point. If you are doing a pixel art game, you probably want to turn off anti-aliasing and other filtering effects, I believe.