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Pixel art sprites messed up, How do I fix it?
When I have a big sprite or Im zoomed in to it everyting works as expected.
But when Im zoomed out the pixels gets deformed as you can see on his left eye and on the grass tile.
Here is my import settings
Texture type = Sprite
Sprite move = single
Packing Tag = nothing
Pixels Per Unit = 32 (Same as my image)
Pivot = Center
Mip maps = no
Filter mode = point
Max size = 4096
Format = Truecolor
Compress your file. With your file expecting a 4096-size file, it tries to make it that size and when you zoom out, it looks choppy.
So if i didnt make that clear, change the size to like 128 or 256, even 64
Yeah make sure the max size on your import settings isn't too large or too small. It looks to me like the image is getting scaled at some point.
It may also have to do with quality settings (Anti-aliasing)?
Answer by smoggach · Jan 28, 2015 at 03:39 PM
http://forum.unity3d.com/threads/pixel-perfect-2d-in-4-3.210497/
Maybe pixel snap will fix it. If not you'll probably find the solution by working with the camera like these folks.
Answer by Rexor1234 · Aug 30, 2018 at 10:53 AM
Three years later, still the same problem. A roundabout way to fix it is to use UI-images instead of sprites, and set the canvas to world space.
@Rexor1234 - Well what do you expect to happen when you "zoom" or move your camera away from pixel graphics?
Have you actually thought what happens?
When you represent low resolution graphics with high resolution display, you can of course get away with "zoo$$anonymous$$g", until the low resolution graphics details start to be equal to high resolution pixel grid.
When this OP example image character's eyes start to be between 1 and 2 pixels in high resolution pixel grid, you start to see characters eyes represented by either one or two pixels...
To properly zoom pixel graphics, you'd only want to zoom in multiples of pixel resolution, you wouldn't want to allow fractional zooms I guess.
BTW - your answer is not an answer - it should be a comment, like my comment...
@eses - Jeez dude, I just had a problem that looked just like the picture, and couldn't get any solutions I found on the forum to work. After fiddling a while, I found the one mentioned above, and now my games run perfectly. I believe it is an answer, even if there are better ways to do it, and you are being way to hostile to someone who just wants to help their fellow devs out. Take a chill pill
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