I’m using 1024x1024 tiles and, as you can see from the tile palette, they look quite nice. When I put them into my Tilemap though, they come out extremely pixelated.
Pixels Per Unit: 1024. Max Size: 1024. Filter Mode is Point. Compression is none.
Hmm, it looks like lowering the camera size (5 → 1.8) increased the resolution substantially. I don’t know much about Unity to know why that works but, if anyone else has any advice, I’m open to it.
If you are using high resolution sprites that you are going to potentially downscale don’t use filter mode “point”. Use bilinear or trilinear filtering instead and make sure you have mipmaps enabled. 1024x1024 is a lot for single tile, so if each of your tiles is that big you are definitely downscaling them when rendering. Use “point” filtering mode only for pixelart which you are always going to render at 1x scale or upscaled (multiple screen pixels for each image pixel).
I don’t I need 1024x1024, that just happens to be the dimensions of the tiles in the asset pack I found and liked. Maybe I should just look for some nice 64x64 tiles and go with those