So I am using a Orthographic camera set at size 5. That gives me 10 cubes in height at a cube size of 1 x 1. So I then decided that in photoshop I would run a 640 pixcel height and divide that into a 64 pixcel grid. thus giving me a 64 pixil to 1 unit in unity ratio.
Odd thing is when i save out the sprite it is smaller that 1 unit in Unity.
In the import settings for your sprite textures there’s a property “Pixels per Unit”. This must be 64 in your case. But it could also be 32, so you could also use 10 32 pixel cubes and still fill the whole screen
I guess that the thing I just cant get right is that some of my sorite will be like 500 x 500.
I am working with a small animal character next to say a foot stool. So the footstool is much larger than the character. The footstool ends up being like a 500 x 500 png.
This is my first time working with sprites so I am not sure what is exceptable.
So what your saying is if I am using say 64 for the pixels to units on the for the character and the footstool is 500 x 500 at 64 then in photoshop use a 32 grid thus making the image smaller and then size it up in unity?
I understand the transform. I just want my png files that I import in unity to be as small as possible as this is a mobile game.
No. Pixels per Unit is just how many pixels represent 1 unit in Unity.
if you have a sprite 500x500 pixel and set Pixels per unit to 500 than your sprites size is 1x1 unit.
if you set Pixels per unit to 250 than your sprite is 2x2 units,
if you set Pixels per unit to 1000 than your sprite is 0.5x0.5 units,
if you set Pixels per unit to 1 than your sprite is 500x500 units
etc
The size in Photoshop doesn’t matter for the size of the sprite in your game.
Size only matters for the quality of your sprite, not for its size.