how do you create pixel perfect 2D coordinates systems in unity? or constrain and convert for int?

hello, i am a major newbie when it comes to 2D game design, especially within the context of unity.

i have no idea how to manage 2D scenes in unity, my brain simply cannot understand the total process.

so i ended up using:

which does exactly what I need, and constrains all information to a rendered blitted texture, and is extremely performant too… unfortunately it doesn’t make use of monobehaviours out of the box (it can with some supreme hackery/outside thinking), and I still would like to learn how to do certain things using the basic unity toolset.

for instance, I am trying to recreate certain isometric games, but I want control over orthographic space, to know exactly where coordinates are on screen to do math with.

Tl;DR:

How do you constrain an area in the orthographic view within a scene in unity to pixel units encompassed in a “zone” or “region”? like, how can I figure out exactly where coordinate ( 134(pixels), 2482(pixels) ) is? or (0,0), or (12, 24)?

from the manual, I should use

combine all these together in a system, and thats it?

I need to be able to artificially create a bordered zone to control rendered objects in view, but it seems within unity, all information is freely floating in unity world space using some (-infinity, +infinity) with float values

does anyone know of any examples in controlling precisely 2D objects in unity, like a sample or asset to buy? RetroBlit is pretty awesome, and I love to use it, but not making use of standard unity kinda limits my use of Unity as a whole. I found some cool asset examples I’d like to work on but within my own constrained system making use of mastery over unity 2D world.

the fast answer is that unity doesnt give you that sort of control, if you want that you will have to create the perfect conditions yourself. Just making your game pixel perfect will be a challenge, to tell you the truth i dont think unity is the best engine for what you want to do

ok

thanks for this post

ill just give it up for now and focus on another project, oh well isometric is overrated anyway