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Pixel Perfect Camera with Mesh Renderer
There may not be a known solution for this but it's a bit of a deal breaker if it doesn't work, so I was wondering if anyone has figured out a way to perform pixel perfect on Spine exported pixel art.
The Experimental Pixel Perfect package in Unity removes all the odd 2px wide left eye and 3px right eye etc issues that has plagued their engine for years, so if there is a solution for this it would be pretty amazing. I'm not sure why it works on Sprite Renderer and not mesh.
Spot the culprit
I'm wondering if this is because I couldn't figure out how to mimic using 32 PPU on the mesh renderer since changing the PPU on the atlas has zero impact on the size of the object in game?
Have you tried the officially included shaders Spine/Sprite/Unlit
, Spine/Sprite/Vertex Lit
and Spine/Sprite/Pixel Lit
? These should perform the required Unity pixel snapping.
Harald a écritHave you tried the officially included shaders Spine/Sprite/Unlit, Spine/Sprite/Vertex Lit and Spine/Sprite/Pixel Lit? These should perform the required Unity pixel snapping.
I haven't used Spine for 2 years... catching up on what has changed has been a whirlwind and I wasn't doing pixel perfect on the last prototype. Using Unlit and clicking the Pixel Snap checkbox did in fact round everything off, thank you
You're welcome, great to hear!
Experimenting more with this I noticed the character is not 100% exactly the same size as the original 32PPU character.
I played around with the skeleton data scale and came up with .0313 scale which eyeballed out to as close as possible to simulating using 32 PPU in unity. Do you have any better magic math or ways to achieve matching unity's PPU to ensure it's scaled the same as our tilesets that are designed in the same resolution?
I would asume that it should be exacly 1/PPU
, so in your case 1/32 = 0,03125
.