I am creating a blank 16x16 texture and then setting pixels 0,0 and 7,0 to color blue.
I make a sprite from this texture and set it to the sprite renderer.
In 1 project, everything is fine.
In another project, the sprite visually becomes 8x8? It seems like the resolution is cut in half resulting in washed out colors. Any ideas why this would behave differently in the 2 projects? The editor version is the same.
Same code, 2 different results…
Texture2D Texture = new Texture2D(16, 16) { filterMode = FilterMode.Point };
Texture.SetPixel(0, 0, Color.blue);
Texture.SetPixel(7, 0, Color.blue);
Texture.Apply();
Sprite sprite = Sprite.Create(Texture, new Rect(0,0, 16, 16), new Vector2(0.5f, .5f), 16, 0, SpriteMeshType.FullRect);
If i write the texture to file, the sprite file looks correct as expected.
