All of the tiles are saved with a monochromatic palette. The other important thing to note about tile based storage is that color information is generally not saved with the graphics. (For example, pieces of a sidewalk can be repurposed and used to make the ledge on a building). Using this tile-based approach allows artists to save space by reusing tiles for different things. The artwork in any retro console is stored in the game as 8x8 px tiles. To explain this, there needs to be further discussion on how retro consoles store, use, and display art. The restrictions on palette use get even tighter as the artist moves on to how the palettes are used in the game. Instead, enable cropping so these users will have margins, rather than having to play in a resolution which doesn’t fit their screen. However, keep in mind that not all users will have a display setup that will work well with your limitations, so this is not recommended. If you find a particular configuration works just as you want in the ratio you’re targeting but looks bad in some particular aspect ratios, you can prevent the window from being at those ratios here. In Unity’s toolbar, you can go under Edit > Project Settings > Player and limit the aspect ratios that the game will support. For example, 320x180 reference resolution is 16:9, and so it will have no black bar margins when played at 1920x1080 or any resolution which is an even multiple of 320x180, such as 1280x720. At the time of writing, most gamers play on 16:9 monitors, and in 1920x1080 resolution. We recommend setting the camera to be optimized for 16:9 aspect ratio viewing, including reference resolution if possible. If you can’t consistently get a pixel-perfect result with upscale render texture, cropping X and/or Y will ensure a pixel-perfect image for any resolution greater than the reference resolution, but creates big margins at the edges of the screen for some resolutions.Enable Crop Frame X and/or Y if not using Upscale Render Texture.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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