So, in short, I’m making a 2D Metroidvania style game that has 32bit style pixel art like Super Metroid. The problem that I am having is that I started out using the sprite components, which has its size displayed by pixels per unit, to display the textures for the player and the background and terrain and later had to use the image component, which is displayed by width and height, for the UI system.
I want all of the assets to appear with the shape and resolution that I drew them in and not have to scale every texture I put in and I don’t want the pixels to appear different sizes. I’ve looked into the pixel-perfect camera including the one that is an ad on to Cinemachine and it doesn’t seem to make any difference. I’ve also seen that a lot of people change the pixels per unit to be 1 but if I do that it also messes up the terrain that I currently have working on a 2d tilemap with 32x32 textures so for this to work would I have to change my tilemaps to be 1 tile = 1 pixel? I also want it to appear like when you move your character, for example, it “replaces” the pixels behind it or so it doesn’t show half a pixel behind the edge of your character but lines up with the pixels in the background like the screen is essentially a grid of pixels.
I realize this is probably many problems rolled into one but I’ve tried many different solutions from other threads and on google but I can’t find anything that has worked so any help you can give me would be greatly appreciated.
