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Unity 5.6 Creating a Distortion in Sprites?
After updating to Unity 5.6.0f3, our 2D pixelated game has suddenly been experiencing visual distortions of the environment as the player moves. Previously, we were on 5.4 and there was no such effect, but now there are erratic horizontal ripples going through the camera. While this does not affect gameplay, it is highly disorienting and even sickening after extended stretches of time.
I've done my best to find notes of this online, but so far I've had no luck in discovering similar issues or potential causes. Does anyone know what might be resulting in this, or if this is a potential bug that I should report? I'm hesitant to report it if it's something on our end, but I can't seem to find anything that would result in this.
As an additional note, we do use a tiled texture on a Quad in one of our scenes that is also affected by the issue. The majority of our assets are sprites, but they aren't the only things impacted by this issue. If more information is necessary, please feel free to ask--I just can't think of anything more specific to our game to provide.
Answer by FortisVenaliter · Apr 06, 2017 at 10:52 PM
It would be helpful if you posted a video, but my best guess from the description would be interpolation issues from scaling of sprites. Are you running at native scale/resolution? And do you have Pixel Perfect set on the canvas object?
We tried recording a video this morning, but upon reviewing it we found that the screen ripples were not present in the video (despite them being clearly visible whilst playing the game in our editor). Surprised by this, we built the game as a standalone and saw that the distortions weren't visible there either--it seems to only take effect while playing inside the Unity Editor. We've tested this on a few other computers and saw the same result.
We did not have Pixel Perfect set on our Canvas objects, but enabling it resulted in no visible change on our end. We are running the game without it, since the sprites are compiled differently than most projects and when we were trying to get Pixel Perfect working properly we realized that we would need to rebuild everything to properly utilize it. Ins$$anonymous$$d we're using uniquely scaled gameobjects to simulate the pixelated feel of the game.