My high res sprite gets pixelated and looks extremely blurry in my game. Images attached.
How do i make it look crisp? I have tried everything in google search results.
Thanks.
Sprite i’m trying to import:

Game view
Settings
Scene view
Prefab view
My high res sprite gets pixelated and looks extremely blurry in my game. Images attached.
How do i make it look crisp? I have tried everything in google search results.
Thanks.
Sprite i’m trying to import:

Game view
Settings
Scene view
Prefab view
I see that it’s sprite mode multiple. Are you using a sprite sheet and the horizontal / vertical pixel size is greater than 4096?
Import them as individual sprites and I don’t think it will reduce the quality anymore.
Given that your PPU is 100 and your character is 5 units tall it’s at least 500 pixels tall. If you have a lot of sprites of this size on one sheet it’s probably larger than the 4096 max size.
It could also be that your sprite is heavily aliased without alpha transparency on the aliased pixels. You never want the borders of your art to be aliased.
EDIT: If you click on aspect ratios is “Low resolution aspect ratios” checked? That could be the reason too.
Imported as single sprite and its the exact same.
Also doesn’t matter if i decrease/increase the pixels per unit then change the scale accordingly, it always comes out the same.
I edited my post, is the Low Resolution Aspect Ratios box checked under Apect Ratios?
Actually, I think this is just your screen resolution. If I look closely I see the pixel size on your assets matches the pixels size on the gizmo icons. Since you’re using point filtering and displaying the image at a fraction of its original size, it will downscale the image and make it look like that in the editor. If you change to bilinear / trilinear filtering it won’t be as noticable. If you either use the pixel perfect camera, or do some math to change your camera’s size, then build the project, it should display perfectly.
Under game view? Yea it is, its greyed out and checked. It still looks blurry in the scene view anyway though so i’m not sure that would be the problem
change your filtermode to bilinear
Then the image is blurry
If you want it “crisp” with point filtering you need to have a perfect integer pixel ratio. This also only will work when scaling up the image.
Your asset is too large, you need to scale it down to match your screen resolution.
Your asset was created anti-aliasing the edges. The outline pixels need to NOT be aliased at all. This is why they appear grey against the cornflower blue background.
To ensure a 1:1 ratio at all resolutions, you need to create one for every possible resolution and swap them at runtime.
If you don’t want to do any of that then you have to use either bilinear or trilinear filtering.
How do i downscale the image whilst keeping quality?
Bilinear and trilinear both still look very blurry/pixelated:

Use whatever software you used to create the image. Just make the asset smaller.
Currently, your character sprite is 500 pixels tall. At 1920x1080 that means he takes up half of the screen. You should figure out how tall he’s supposed to actually be, then scale him down to that size using the software you created the asset with.
They will, their job is to apply filtering to the image to reduce jagged edges.
Unless you use point filtering, scale the image to the exact size you want, then set your camera so you have a 1:1, 1:2, 1:3, so on and so forth ratio of pixels it will always look off.
I outsourced the creation of the image so i guess i’ll have to talk with the creator. Or is it easy to do in something like gimp? If so i’ll try do it myself.
Thanks for all your help!
Never hurts to try. Experiment with different asset sizes to see what looks best. Gimp should have a good resize algorithm, as does Paint.net. just don’t use Windows Paint lol. Also, don’t focus too much on what it looks like in the editor, it’s what it looks like when you build it and run it that matters.
For example, in the project I’m working on now in the editor and scene view my vertical tiles have a gap. But when I actually build the game it doesn’t.
Good luck getting the asset sizes right! Good looking point filter art in Unity is kind of tricky to get right.
Tick the Generate Mip Maps
On Windows, if you open the image with the photos app and click the three dots then you will find an option called “Resize” that allows you to change the asset size. Just make sure to save it back to your assets folder.
Yes, it’s not having those pixelated edges after checking mip maps. But it’s getting blurred in the game view as the object is far away enough from the camera.
Render the Game View using Free Aspect or a sufficiently high resolution for your monitor and do not use the slider to zoom in - that distorts. If still in doubt, create a build. And don’t forget a small object in a busy, complete scene with lots of movement, animation and vfx will not stand out like sore thumb like it does in a barebones prototype scene. Often getting the color palette right is far more important than a single sprite being a little off.
Try GenerateMipMaps value to true in sprite import properties