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Pixel art is jittery while moving camera.
So this is not a major problem but it is extremely annoying. When I move the camera in-game (like following the player) all the pixel art is like shaking, or squeezing together. The most notable is that it looks like the player is squinting his eyes when he walks, even though his eyes are one pixel big, so it isn't an animation malfunction. The worst part is the ground, it looks like an earthquake and is really annoying. What should I do to fix this?
Thanks in advance!
This is hard to diagnose without more info personally... Perhaps you could share some screenshots of your setup?
Answer by shellash · Jan 23, 2017 at 02:43 PM
Hello.
Yep, seen it too and it's awfully annoying. Looks like Unity camera doesn't work well with pixel art.
To counter this effect i've wrote a system that made camera and sprites clamp to one-pixel grid. This means that no object could move less than a pixel(1/sprite PPU).
But this system has some issues with physics, especially with rotating sprites.
Hope this helps.
Answer by J0hn4n · Nov 01, 2017 at 05:51 PM
Hello @L_G try some of this solutions can fix your problem.
1- the camera uses lerp to follow the player? if that so the camera are never going to reach to his destination so his transform.positions will end with floating decimal numbers like 10.848168 that can affect your pixels. So try your camera moves to total integers.
2- do you use a gameObject by tile? This also affects the pixels because they try to be in 2 places at the same time. So use pixelSnap material. Also make your tilemap one big texture so the problem will fix.
3-Do you have consistent PPU? Use 16, 32,64 etc ... for all your objects. if you are using numbers like 13, 22, etc..
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