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Pixels per unit with tile palette?
So I'm using sprites that aren't in a sprite sheet to make my scene. However, the sprites are not all the same sizes and depending on their pixel per unit value it can make them not snap to the grid correctly when I try to use them in a tile palette. So I can't set them all to the same ppu. Is there an easier way to fix this than having to set the ppu for each sprite of a different size?
Answer by LCStark · Oct 06, 2018 at 02:07 PM
I guess the easiest way would be to make those sprites all have the same size by editing them in your graphics editor.
If that doesn't work for you, you could try extending the AssetPostprocessor class to automatically set the ppu on every sprite on import.
Sorry for the very late response, been pretty busy. I ended up doing what you suggested mixed with making separate Tilemaps with different tile anchors. The sprites were from a 3rd party but they were all close enough to working that I only had to rescale them a little in GI$$anonymous$$P and it doesn't cause any noticeable distortion in-game. Thank you very much!
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