I imported a PNG of all of the textures I want to use in a mobile game and when I went into the sprite editor, I noticed that the edges of the sprites were "fading" into the transparent background - and the transparency changes throughout this "fade". Autodesk Sketchbook does something similar when I open the image in it, but GIMP, MS Paint, and Windows Photos don't. I was going to put pictures of what I'm talking about here, but Stack Overflow says I'm not allowed to yet. How can I fix the problem? Is there a setting in Unity that I can change so it doesn't add the "fade" or do I have to change the file format and import it again?
EDIT: I have created an Imgur album with pictures of my problem. Basically, Unity is blending the colors of the sprites and it's blending the alpha too. Also, I made the textures bigger at one point and that improved the problem, but didn't fix it completely. Here are the pictures: https://imgur.com/a/6HGm3fy
EDIT #2: First off, someone commented trying to explain what I was seeing in my imgur pictures and I asked how to fix the problem he was describing without realizing that you can't properly reply to comments, so I'm asking again, how can I fix it? Second, I just tried messing with anti-aliasing in the quality settings of my project and got this error: "Setting anti-aliasing of already created render texture is not supported!" I didn't think I had any render textures - just regular textures - but when I double-clicked the error, an unnamed render texture with an illegal size (55x110 pixels) showed up in my inspector. Changing its settings doesn't seem to do anything, but in the inspector, it still looks like it was changed. What am I seeing?
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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
I have drawn a pixelart animation 32x32 pixel size, using Piskel online tool. I saved it as a 32x64 so i have both 2 frames in one png file. Then i included it in Unity and when i cut it in sprite editor i get this edge that appears on the next sprite, that shouldnt. See the picture of the robot above the head there is a line. I cutted exactly 32x32 pixels so that line should not be there.
Is there a way to fix this?
I have had the same problem once. If I remind correctly, you have to change the texture setting. Change the filter mode field to Point (no filter).
I may be wrong, but still I'm sure that your problem can be solved by changing it's texture setting.
I purchased the "Set Builder: Back street Manhattan" with came with some png textures such as this one.
When I open the file in the browser or any editing program, it looks completely transparent except for the windows. When I drag the image into Unity, it is completely opaque bricks (which is what I want) If I duplicate the image and drag that image into Unity, it is again completely opaque bricks. If I save a copy of the image with photoshop or another application, the information that contained the bricks is lost and it is now mostly transparent, except it has some blotchy white textures which also aren't seen in the photoshop interpretation. Every texture in this folder is doing this same behavior. Are these files corrupted or compressed? How do I retain the brick information into an image editing program besides taking a screenshot within Unity ? Here is an example : of dragging images onto cubes in Unity. Left is a Photoshop copy. Right is attached image
The developer has not replied to my direct questions.
it can be your texture import format
try changing its format to true color
I found a solution in Photoshop.
Layer>layer mask>from transparency. Then right click on the layer to disable the transparency.
I'm working on a Unity 2D project and making the levels at the moment.
For some reason even really high resolutions (higher than 1920x1080) become really pixelated. It's like the camera is zoomed in too much. My player is rendered at a scale of 0.2x0.2.
I've tried changing the z-depth of camera back but everything still becomes very pixelated. Really frustrating because edges of tiles on the screen become really pixelated.
Anyone had any issue or can think of anything that will help solve this?
here's a picture of it in the editor mode. Based on the tile grid you can see everything's really tiny and it's awfully zoomed in. Not sure how to fix this.
In game:
Noticed how pixelated it is. Thanks
On your first screenshot the sprites are also pixelated.
Every time you see bad image quality - checkout import settings. Try to increase max size. Also try different format. You should find the suitable values for yourself.
I find that when I set the export settings to Android, everything gets pixelated, even skies (I suppose it does that in order to adapt to the device's lower capacity). Turning export settings back to web player for example, solves this issue.
I recently came across a problem I can't solve which involves not being able to draw my sprites properly. I have tried a lot of different things and couldn't find any solution.
Here is how the image should look like in unity:
And here is how it actually looks like:
If someone could tell me how to fix this, I would be very grateful.
Presumably the top image is a screenshot of your image manipulation program, many of which use the chequerboard pattern to mean transparency. As such, the image you have exported is a gradient going from almost solid white at the bottom to transparent at the top. This is why the image appears as such in Unity.
Also, if you're wondering why the image appears as though it has bands of different colours, this is due to a problem called colour banding. This can be fixed by using a technique called Dither (which adds some noise to the image), but how you do so will depend on which image manipulation program you are using.