How do i make a 3d game pixel perfect? so that there is no anti aliasing or other filtering applied - unity3d

This is what the game looks like in the 'game' window in unity, which is what it should look like https://ibb.co/xjst4vw achieved by removing all lighting including ambient lighting.
And this is what it looks once built https://ibb.co/4RcbMv8
Why is there a haze in the border between colors? How do I get it to be pixel perfect?
The aspect ratio of the in editor display is 160x144
I have change the game resolution by going to >edit >project setting >player and changing the height and width to the right size
The camera is also passing to a render texture which is of the right size, with the filter mode set to point.
I cant figure out what is causing this. to my knowledge All lighting is turned off. It looks like some up scaling error or maybe some sort of anti-aliasing effect which has also been turned off everywhere i could find.
Does anyone have an idea about what might be causing this? thanks.

There is postprocessing window in unity where you can specify such things like antyaliasing and so on. I think that this will make your game pixel perfect.

Found the answer to my own question the resolution in the >edit >project setting >player >resolution and presentation need to be as high res as it can be so in my case for a 1920x1080 screen it should 1120,1008 which is 160x144 scaled up by 7.
Then send data from you're main camera to a render texture that is set to the resolution you want (in my case 160x144) and create UI canvas that takes up the whole screen and a raw image as a child. Then put the render texture you created in the texture.

Related

UI background changes with the aspect ratio

I am making a 3D game on Unity. Currently I work on main menu. The problem is
when I use 16:9 aspect ratio I get this result:
The background is not scaled.
However when I use Free aspect ratio, I get this:
Here is background object properties and sprite properties:
I have no clue what is the problem here and how to solve it. I hope to find some help here. Thanks in advance.
You should extract one tile of the background sprite like this:
Then it should be tiled correctly.
The key is to extract the smallest repeatable element.
Also, you don't have to worry about the Free Aspect. Just make sure it looks fine on the real screen resolutions.

UNITY: Everything looks Low Resolution. Even SVG vectors

I'm new to Unity so Hopefully this is an easy fix.
So everything looks super low res for me. I wish my images looked high res.
Even SVG looks low res even though they're vector nodes, I don't get that at all but I assume Unity doesn't play with svg yet? the black outline graphic is SVG, the rest are PNG with alpha.
Take a peek at my three different windows. Let me know your suggestions (remember I don't know anything so the easiest thing can been overlooked)
There is a "Scale" slider on top of the game view. Right now it is set to 2.8x. When you do that Unity just zooms in but it doesn't set the the resolution or actually change anything at all. It's like moving the screen really close to your face :D Nothing else besides that particulat window is affected by this setting. So my advice would be to always keep it at 1. Unless you want to see something specific at the screen of course

Adjusting the 3D game to the screen size

How to make the 3D game adapt to the screen resolution?
I tried to change the fieldOfView of the camera, but this adjustment does not work correctly!
If you mean UI elements, there are little triangles usually in the middle of the canvas the element is under. These are anchors that will tell the element to try and stay in the same place on the canvas regardless of the screen resolution. You can read more about it here: https://docs.unity3d.com/Manual/UIBasicLayout.html https://docs.unity3d.com/Manual/HOWTO-UIMultiResolution.html
If you mean your actual game view, you'd probably need to write a script that adjusts the camera's FOV at the start of the game based on the resolution, but I have no idea where to even begin on the formula you'd use.

Unity Camera Target Texture Render Texture How To Get Masks To Work?

I'm looking at using Camera TartetTexture RenderTexture functionality for less processing intensive menu transitions but I'm having some trouble. Every texture I render out from the camera doesn't have masks working. I can see the whole version of every graphic on the screen. How can I get it rendering keeping the masks in tact? It is also failing to render any of my spawned prefabs. Either that or they could be hidden behind the unmasked graphics.
Also, I was told to render to a material. None of the shaders I've tried have supported the masks (don't know if that's really the problem) or have looked like the original image. They all look dark and moody, with the occasional weird alpha channel in the upper left corner. How can I get the image looking just like my screen?
My menus are all on a Screen Space - Overlay canvas, so they shouldn't need to be lit.

Unity3D - Make texture edges not stretch

I've been searching around for this one for a bit, and unfortunately I can't seem to find any good, consistent results. So, in the Unity UI system, buttons can stretch without becoming pixelated or distorted. This is because the texture is split up into 9 parts - the corners, middle, and sides.
This works because the button's middle and sides are stretched, but not the corners. Then, the button appears not pixelated, at any dimension.
So, the question is as follows: How can I do the same thing for a transparent, unlit texture in 3D space? I have a speech bubble texture on a flat plane that I know how to re-scale to fit the text in the speech bubble.
I've set the texture type to Multiple Sprite, and divided it up into 9 parts. However, I cannot seem to find where I can set the texture to act like the UI button does, and I'm not sure that this is even possible in this way in 3D space.
Is there a way, or should I just make the different parts of the texture different objects, and move them together? That would seem very inefficient and ugly compared to this.
To accomplish what you are asking, you would need to create tiles for this speech bubble and then write a script that procedurally builds a speech bubble based on the plane's scale value. You could also try just changing the texture's Filter Mode to Point.
However I really don't think you should be using textures for this anyway. Why not just use a Unity Canvas and set the Render Mode to World Space? Then you can just set your text box to be a sprite, not a texture, and set its filter mode to Point (See below). This would also make it a lot easier for when you want there to be text in the speech bubble later on.