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Tilemaps, PPU and camera size. Best approach.,Tilemaps, PPUs and camerasize.
Hi! Been lurking for a while now, but as i progress in my learning curve on everything unity and gamemaking, i have now recently delved into resolutions, ppu, camerasizing, tile sheets, and so forth, and hit my first roadbloack.
Background: Handdrawn 2D game prototype where I aim for a mixture of tilemaps for everything related to collidable elements (ground, etc) to utilise the performance of tilemaps vs pure sprites, and hand drawn sprites to build the mood and characteristics of the world.
My target resolution is full HD with a 16:9 aspect ratio.
If my target height resolution is full HD with 1080 pixels in height, and i ideally want about 20 units on the height of my screen (i want small-ish tiles) i would need to set PPU = 54 and camera size on 10.
So far so good. I then read a lot about textures should be in the power of 2, and that if using tilemaps ideally PPU should be set to the same as the textures in the tiles. So lets say i went for 64x64 tiles and 64 PPU, that would give me a camera size of 1080/64 = 16.875 / 2 = 8.4375 size. Leading me to about 17ish units vertically which.. just kind my pedantic mind.
So, my questions are:
- Should i have my tiles, and hence my PPU, in power of 2?
- Or.. should i just avoid tilemaps if I want to keep my vertical units as 20 on 1080px height?
- Are there any issues with non integer camera sizes like 8.4375 vs pure ints like 10?