Without snapping, you have much smoother movement, but pixels can be out of alignment. This is more personal preference than anything.Enable or Disable Pixel Snapping as you prefer.If you can get this to produce a pixel-perfect image at all target resolutions, this will result in the best full-screen pixel-perfect experience. Perfect Camera component to determine whether this is an issue for your resolution. Experiment with this and different screen resolutions using ‘Run in Edit Mode’ enabled on the Pixel. Upscaled render texture can result in a non-pixel-perfect image at some resolutions, depending on your reference resolution.Enable it if you will use rotations outside of 90, 180, and 270 and if you prefer the visual effect it has on rotated sprites.Enable or Disable Upscale Render Texture.Use a reference resolution that will never be bigger than a player’s window resolution (such as 320x180).If you want a pixel-perfect and snappy display that will work for a variety of use-case, I recommend: ‘Upscale Render Texture’ will also significantly affect how sprites look when rotated. Because this setting results in a filled screen, we recommend it if you want a full-screen pixel-perfect experience with no margins. Upscale Render Texture - This causes the scene to be rendered at as close to the reference resolution as possible and then be upscaled to the fit the actual display size.For general 16:9 usage, 320x180, as well as, 398x224 (if you want to keep the vertical resolution instead) should work well. When porting a game from Sega Genesis, we would use a reference resolution of 320x224. For example, the native resolution for the Sega Genesis is 320x224. If you want a retro look, this usually means a very small resolution. Reference Resolution - Set this to the resolution that you intend all of your assets to be viewed at.If your game world exists as a grid of tiles and sprites, with each being 16 pixels by 16 pixels, a PPU of 16 would make sense - each tile of the grid would be 1 unit in worldspace coordinates. As a general rule of thumb, each asset that will be used in the game’s world space should use the same pixels per unit (PPU), and you’d put that value here as well. Assets Pixels Per Unit - This field is in reference to the setting you can select in the inspector for each asset.Now, you can go through each setting to see what they do and how they affect the look of your game!
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