Why the fuck is achieving pixel perfection in unity so damn hard!?
Post number #302361, ID: bc3f20
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Ffs
Post number #302365, ID: 465e7b
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>unironically using unity Why do you do this to yourself? Unity is disgustingly proprietary software. Ofcourse you don't have any freedom with it.
Post number #302371, ID: 5179a8
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Set your main camera to render to a render texture that's scaled to a fraction if the screen size. Make a canvas with a raw image that displays that scaled render texture tona seperate camera. Bonus: You can apply post processing effects to the render texture for bloom, distortion, and stuff a la Hyper Light Drifter
Post number #302372, ID: 5179a8
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Unity is made to be generically useful for all kinds of games, so naturally doing something in it for a particular style or particular genre requires a bit of tedium. Still saner and faster than rolling your own engine and the licensing of Unity means you don't have to pay anything unless you make a lot of money off it anyways.
Post number #302376, ID: bc3f20
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>>302371 I've already tried this exact method and it didn't yield the results I was looking for, reason is because most of my game is happening on the UI and for the love of ZANE I can't get the UI to scale properly and maintain pixel perfection, I've fucking tried everything, even bought an asset off the asset store.
Post number #302377, ID: bc3f20
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Driving me insane, I think all I can really do at this point is rely less on UI elements and just add my sprites in as is.
Total number of posts: 6,
last modified on:
Fri Jan 1 00:00:00 1527793283
| Ffs