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Question by Yummybear · Feb 08, 2016 at 12:05 PM · camerauipixel art

Unity UI and Render Texture (Pixel Perfect)

I have a problem achieving pixel perfection while using Unity UI:

I have a setup where I render my game to a texture and then render the texture to a quad that is scaled appropriately, so I achieve a sharp, pixel perfect game. (Same approach as https://www.youtube.com/watch?v=1czpscg9gC0)

Now this works great for the game itself, but I'm having major problems when it comes to using Unity's UI functions.

  • If I place the UI on the game world camera, the UI is rendered pixel perfectly, but I can't interact with the controls (which makes sense I guess).

  • If I place the UI on top of the pixel perfect camera, I loose the pixel perfection.

How are you dealing with UI in pixel perfect games? Should I just disregard Unity UI and build my own custom implementation or is there a way?

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avatar image Yummybear · Feb 05, 2016 at 07:54 PM 0
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I'm going to add a comment here, because it seems I've solved it the day I asked this question after wrestling with it for weeks. It seems that the key here is providing a custom Raycaster derived from GraphicRaycaster for the canvas, that: 1) Raycasts against the Quad containing the render texture. 2) From the Raycast find the uv coordinates. 3) Using ViewportToScreenPoint with the uv coordinates to generate a new screenpoint on the "world camera" 4) Pass the transformed screen position to the base GraphicRaycaster:

 public override void Raycast (PointerEventData eventData, System.Collections.Generic.List<RaycastResult> resultAppendList)
     {
         RaycastHit hit;
         if (!Physics.Raycast(pixelCamera.ScreenPointToRay(eventData.position), out hit))
             return;
 
         PointerEventData pointer = new PointerEventData(EventSystem.current);
         pointer.position = base.eventCamera.ViewportToScreenPoint(hit.textureCoord);
 
         base.Raycast(pointer, resultAppendList);
 
     }


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