Glow in the dark symbols

Hello,
I’m trying to import some sprites via the aseprite importer and they have a black background that i’d like to keep in. When viewed in the scene they look fine but in game the black background disappears.
If anyone could tell me how to fix that that would be great.
alternatively if someone could find a better way to do what i’m trying to acheive that would be even better. I’ve got a room that gradually grows darker and i want objects/enemies to appear to glow in the dark below a certain light level. I have a couple different symbols that do this and as of now I’m shining a weak Spotlight 2d on them that increases in intensity as the main light decreases ( the opacoty of the sprite renderer on the object also increases as it deacreases so the symbol doesn’t show up in the light). However this shows up the object/enemy the symbols represent and the idea is that the player will have to try and memorise the symbols to know what are enemies and what are objects in the dark. Hopfully that makes sense.
Thanks.

Hello!
Your sprites are losing the black background because Unity’s importer treats it as transparency by default. To fix this, set the Mesh Type to Full Rect in the Sprite Import settings and make sure your Aseprite file is in RGB mode (not Indexed, where black often maps to transparent). If your goal is glow‑in‑the‑dark symbols, a cleaner approach is to separate the symbol into its own sprite and use an emissive shader or URP Light2D blend style so the symbol glows independently of scene lighting, while the enemy/object itself stays hidden in the dark. This way you get the memorization mechanic without juggling spotlights.