So I see that some progress is being made for this issue. Do any of us know when this functionality will be available for us?
No idea, PPC updates take an eternity.
Any ideas when the update will be available?
Change the PixelPerfectCamera.cs script in C:\Users\[username]\AppData\Local\Unity\cache\packages\packages.unity.com\com.unity.2d.pixel-perfect@3.0.2\Runtime
and it will be persistent.
You’re the man, Zebbi
For any newcomers to this thread:
Find PixelPerfectCamera.cs
in C:\Users\[username]\AppData\Local\Unity\cache\packages\packages.unity.com\com.unity.2d.pixel-perfect@3.0.2\Runtime
activeRT.filterMode = m_Internal.useStretchFill ? FilterMode.Bilinear : FilterMode.Point;
Change to:
activeRT.filterMode = m_Internal.useStretchFill ? FilterMode.Point : FilterMode.Point;
Also for macOS users, you wanna go to /Users/[username]/Library/Unity/cache/packages/packages.unity.com/com.unity.2d.pixel-perfect@1.0.1-preview/Runtime
to find PixelPerfectCamera.cs
@[yuanxing_cai]( Pixel Perfect Camera should NOT have bilinear as a filter mode option. members/yuanxing_cai.693849/) when will this be updated?
I’ll try to do it in the coming weeks.
Hai, @yuanxing_cai !
Any news on when these features might land?
I was actually going to bump this thread yesterday before I forgot, thanks for reminding me. I mean, this post is from nearly 4 months ago: https://discussions.unity.com/t/753115/17
bump @[yuanxing_cai]( Pixel Perfect Camera should NOT have bilinear as a filter mode option. members/yuanxing_cai.693849/)
(I know, it’s Christmas) bump @[yuanxing_cai]( Pixel Perfect Camera should NOT have bilinear as a filter mode option. members/yuanxing_cai.693849/)
It could be in version 4.0. I haven’t used that version though because my game is in Unity 2019.
I have no idea, I’m still using the package manager version that’s STILL not updated. Still using this one weird trick:
Happy bump day.
Any update on this?
I’ve copied the package a long time ago exactly for this issue, but it breaks every so often because other packages work differently (universal render pipeline for instance).
Btw, a little bit simpler (you don’t need the if):
activeRT.filterMode = FilterMode.Point;
And if anybody is looking to fix this with the urp, change this:
internal FilterMode finalBlitFilterMode
{
get
{
if (!isRunning)
return FilterMode.Bilinear;
else
return m_Internal.useStretchFill ? FilterMode.Bilinear : FilterMode.Point;
}
}
to this:
internal FilterMode finalBlitFilterMode => FilterMode.Point;
I’m confused, I got the other thing to work, but I’m also using URP. Where does this code fit into it all?
I suspect that the reason this hasn’t been addressed yet may simply be that @yuanxing_cai no longer works at Unity. @Chris_Chu , can you review this simple feature request?
The code is known (more or less), and yuanxing_cai offered an ideal, non-breaking solution in this reply. Thanks!
@Chris_Chu Hellooo~~~ this thread would’ve been hilarious to me if I wasn’t in on this wagon~~ It’s kind of important? Otherwise I’m just gonna write my own ppu cam because fixing source code just ain’t scalable~~
You know what on second thought, I’ll just abandon the package and edit the source code and put it in my github with the rest of my collections… seems to be the way
Supposedly this fix was shipped in 2022.X. I’m on 2021 LTS so I can’t confirm. Using my own hacked solution until 2022 LTS comes out.