Pixels per unit and resolution
Hello, for the longest time ive been trying to get my sprites to look good on a variety of resolutions, I noticed that in game a lot of my sprites looked a lot more pixelated than they were suppose to, i used 256 x 256 sprites and though they looked great by themself in game things like the characters eyes looked especially wierd
i realised that this was because they were taken on a 1366 wide monitor and if my sprites were 256 per unit and i had around 42 units in width for my camera then each unit would only really show around 32 pixels per unit on screen
Does this mean my sprites could 32 x 32 and look just as good? also how am i suppose to deal with this when people are changing to higher or lower resolutions, ive tried using mip maps with some success as it compresses the image to make it look even at least but it looks bury and less colorful in the process
anyone else had any similar issues working with sprites in unity? what are some good steps to follow to make them look as good as possible
Answer by Graphics_Dev · Mar 06, 2016 at 07:29 PM
Use the largest (reasonable) size that storage will allow. Google PlayTM for example doesn't allow for more than 50 mb for an app. Use whatever size doesn't look pixelated on the screen size you are publishing to. In the import settings for a sprite you can set a different size for each platform.
Let me know if this helps ;)