So, I’m finishing a mobile game in another engine and looking to learn a new engine by porting/tweaking my game for tablet and desktop. It’s a fairly simple 2D pixel art game. Unity may be overkill, but I like its marketplace, export options, and future viability.
But am I stupid? I have been researching Unity for pixel art, and the prospects look grim. Here’s a sample of the workarounds I’ve seen people recommend:
- Mega-collection post of fixes for tile tearing.
- More tile tearing.
- Long “pixel perfect” sprite discussion.
- “Pixel perfect camera” asset maker talking about their months-long ordeal.
- Long “pixels per unit” discussion.
- Best practices for pixel art.
- Unity’s official blog on pixel perfect art
And there’s more. But the problem: Many of these are a bit old. Some have been necroed recently. Some say that Unity’s 2D rendering plus its implementation of floating point precision mean that pixel art is simply doomed. Some give conflicting advice.
Two things: First, it’s hard to find up-to-date information on this, particularly since 2D has been a recent focus for Unity’s updates. Second, I don’t care about “pixel perfect” as such; once you scale a pixel-art sprite to four or more times its original size, then, so long as the aspect ratio is maintained and nearest neighbor scaling is used, it doesn’t matter if the pixels are “perfect,” it’ll look good.
If this is a problem I can fix with some of this information that’s out there, I’m confident I can do it. But if Unity’s engine just fundamentally leads to erratic difficulties with pixel art*,* and this is going to be a running headache, please! Someone please let me know now before I invest more time into this steep learning curve!
