One Pixel per Unit vs One Tile per Unit in pixel art game.

Hello fellow devs o/

I have a question for you and hope someone can clarify some stuff for me. Me and my friend are currently working in unity on small metroidvania pixel art game. Our tiles are 16x16 pixels, and we use raycasting for collisions for the main character (mentioning in case if it is important in some way). I’m an artist and designer on the project so I’m not good with the technical aspects or challenges some decisions can create in the future. So far we have been using 1 PPU setting for all sprites, but I recently found out some opinions that it is better to use 1 tile per unit setting for sprites rather then 1 PPU. We use tilemaps/grid for most of the environment. Could you guys tell me which one is better and if/why? Thank you for your time in advance

PS. Please forgive me my bad English it’s not my native language.

@BigWhiteShogun

Well if you are going to use 1 pixel per unit, then you can think that your 16x16 tile is 16x16 unity units. Even if you didn’t use Physics system for character, but if you used it for something else (like falling objects) then your physics system would be by default seeing a world that has 16 times larger objects - so a falling box speed etc. wouldn’t match what you might expect.

Edit:
I see you got pretty much the same answer when you asked the same question in Reddit;
https://www.reddit.com/r/Unity2D/comments/ev2xzb/one_pixel_per_unit_vs_one_tile_per_unit_in_pixel/

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