really high resolutions become pixelated, as if the camera is zoomed in too much - unity3d

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.

Related

Unity Pixel Art Menu

As a beginner on Unity, I'm looking for a solution to a rather annoying problem. I've been through a lot of videos and articles, but I still can't solve it.
On a blank Scene, in a Canvas containing a Panel and an Image. I'm trying to display this image correctly. It is a pixel art image.
The problem is that it remains blurred and badly arranged according to the resolutions.
I try to find a way to display it correctly while keeping its pixel art aspect.
(I looked at the pixel perfect cameras, the stretch settings and others, I set the sprite parameters to Point and No compression and others. But nothing works).
I don't know how to propose different types of zoom according to the resolution and that the image doesn't blur
If someone has a little time, and can make me a scene just with his camera, and therefore the canvas, panel and image, with good setting so that I can understand my error. It would be a great help for me !
Thanks for reading !
The background picture :
Try selecting the image in the assets and change the Resize algorithm to Point(no filter)
Hop, I found the solution thanks to this threed :
Official - Pixel Perfect Preview Package
By looking correctly at the settings apply. It came from the resizing of the Canvas and the management of the Camera.
Thanks for your messages !
And thanks to the author of the threed : rustum !

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

Unity can't adjust the camera right for phone app. Any thoughts?

So I created a new project in which I've set my display to be 1440 x 2960. I made a background in PSD with the exact same size, and when I place it in the scene, it appears to be way bigger than the actual camera, which should obviously be the same size. Why is that? I'm quite a newbie and I find this very counter-intuitive.
I think you are mixing up resolution with camera size/field of view.These are Different things things.
And also how big your object is in your scene also depends on : pixels per unit" that uyou set up in your Graphic asset.

Using tiles as texture when zooming in on Object in Unity3d

I have a problem with an smartphone (android so far) app I am programming in unity3d.
I got the following set up:
I have a sphere on which, so far, I have a texture of the world. It's resolution is already set to the maximum but when I "zoom in" on it it just looks disgusting. I'd like to reload texture tiles like in Google maps to have a higher resolution without having a too big impact on the memory. Is that approach a good one at all? And if so: how do I do that?
Haven't found the right things so far or I just got them wrong.
EDIT: As some people probably get me wrong I try it again with some more details.
What I am trying to set up is the Earth as a sphere with a map. That map is okay as long as you dont zoom in too far, which is obvious because of the textures finit resolution. Now, to still have good graphic quality, when being zoomed in that far that one could see streets in a city I want to load additional "satelite pictures" like Google Maps does it (you know: you zoom in and Google Maps always reloads the images in that specific area to still provide a good graphic quality). How do I achieve that specific behaviour? Providing all the tiles i need is no problem, I got a Vector Graphic from which I could export all the needed tiles, but i don't know how to reload those tiles when zooming in at that specific area (to reduce memory consumption, drawcalls, etc).
Any help is really appreciated as I am a beginner in programming with unity. Thank you very much in advance!
Dustin
Are you actually zooming in or moving the camera physically closer? Unity has some internal filters that make textures easier to load at a longer distance. When zooming, the camera isnt actually moving closer meaning the more detailed version of it will not load correctly.
Also check your Max Texture Size setting for the texture you are using. Maybe it is turned down too low. Try turning it up to a higher resolution.
If it still looks blurry up close with Max Texture Size turned higher, your texture may not be high enough resolution to begin with. Make it a high enough resolution that it looks good up close. Then begin lowering the Max Texture Size resolution until up close it is "good enough".
Next, typically, it will start looking blurry in the distance or have distinct linear transitions from looking good to blurry. You can fix this by turning up the Ansio Level. Use this with caution because it increases the rendering load. Only use what you need, especially for mobile games.

Images/Sprites question in Cocos2d

Okay, so I have a background image of a desert for my app, it is in the .gif format, and is #2x. I have it scaled down like so:
background.scale = 0.5;
and it appears fine. I have another image for a health bar that is in .png format, and is also #2x. I also have it scaled down like above. But the health bar is WAY pixelated on the edges, and the desert's edges are not AS pixelated, but WAY better. I've tried changing the health bar's format to .gif, that didn't do anything. And note: When I view the images in Preview/Xcode, they look just fine! Am I missing something? I use Inkscape, if that helps. Any help is appreciated. Thanks!
Generally, scaling in cocos2d is not recommended as it is low quality (as you observe) and it becomes a performance bottleneck (or it used to be, I don't know this could have changed). Why don't you just pre-scale the images to the exact dimensions you want and display them without scaling? If this is for a universal app, just pre-scale the images to each intended resolution and load them depending on the screen scale/size.