Edit: My problem has been solved by user bgolus. There was a compression option hidden away that I didn’t see that was compressing my sprite causing it to look as it did.
So I’m having a strange, but funny, issue. My character I made using Gimp looks perfectly fine until I put him in the game. In game he looks as if he’s been through a few tough fights! How does this even happen?
That’s how he look in Gimp. I’m not great at pixel art so that’s currently the best I can make, but that’s beside the point.
This is how he shows up in game!
My pixel art size is 64x64, an editor settings are as follows:
TextureType: Sprite 2d & UI
Sprite Mode: Multiple
Pixels per unit: 100 (I also tried 64 with the same results)
Mesh Type: Full Rect
Sprite editor is set to 64x64
Wrap Mode: Clamp
Filter Mode: Point(No filter)
I appreciate any help. While funny, this is obviously not acceptable in my final game, and if I don’t know why this happened I won’t know how to stop it from happening in the future.
P.S: The battle scripts haven’t even been set up yet!
You are providing too much ammo here. Could troll about how he is representative of programmer art - been beat up a bit by you clicking around in the art package, click, click, click, export! or how GIMP kinda beats up all art as it exports, or maybe it is helping you envision the true nature of the game. The game NEEDS to be a brawler!
But I won’t.
Unfortunately I’ve not seen this before so I can’t offer much assistance. By chance - did you attempt 128 ppu in Unity?
Is there a border around the image coming out of gimp? Rephrased - How much padding is there in the image around the character in the raw file?
Does this happen on every frame or only this one?
btw - the art doesn’t look entirely terrible. It kinda resembles south park fwiw.
Fire away my friend! I got a great deal of humor out of this as well.
This is the only frame I’ve drawn yet, so I’m unsure if it’ll happen with the others. As for the border there is none, the Unity editor is set to the default 1. I’m not sure what 128 ppu is, so I doubt that’s the issue. I’m still learning Unity.
I don’t have Mip Maps enabled, as far as I can tell. Sorry I’m still new.
edit: I just found the Mip Map option, it is not enabled.
edit2: I highly doubt this is the problem, but the image being a .PNG wouldn’t cause this would it?
Did you press the Apply button in the bottom left? The sprite atlas settings could also be overriding it, but I don’t know how to change that.
If when selecting the sprite asset, does the text in the preview window at the bottom say something like:
“RGBA 32 Bit(Original) Compressed DXT5(Atlas)”
With the texture’s resolution on the left and memory usage on the right (“192x512 sRGB (NPOT)” for example with the png in that 7z).
That means the sprite is getting packed into an atlas and compressed, which is the problem. If you set your compression to None it should say:
“RGBA 32 bit(Original) RGBA 32 bit(Atlas)”
or if you don’t have a Packing Tag set, just:
“RGBA 32 bit”
If the word “Compressed” is anywhere in there, you’ll see artifacts.
Ultimately this is a question better asked on the 2D forums.
Something is enabling compression on your sprite when building the game. Again, try asking on the 2D Forums instead. They’ll be much more familiar with the specifics of sprite issues there.
Here’s two versions of your sprite “in game” (empty project) with the left sprite uncompressed, and the right sprite compressed (DXT5). You’ll notice that, apart from the sprite being flipped in my image vs your example, it’s exactly the same as what you posted.
Thanks, I’ll look around and see if I have some compression setting on. Nothing on my sprite or gameobject is set to compress the image, but maybe there’s a Unity setting I missed somewhere.
Edit: You were right, there was a compression option turned on by default that I missed. My problem has been solved, thank you!