You can now see that the blocks now fit the Unity units perfectly. Each new duplicate bank will contain the next frame of animation for each of the animated elements. The trick for the artists and designers at this point is to be mindful that the background is still one flat image. At the same time we have a "Display 1" set to 1920x1080. 0 The 2D Tilemap system has been made even better and now supports grid, hex, and isometric tilemaps! In a nutshell, even if you follow the strategies outlined by others you still may end up with poor results on different resolutions. The best place to ask and answer questions about development with Unity. The other important thing to note about tile based storage is that color information is generally not saved with the graphics. That way each Unity unit is exactly 1 pixel … When someone is trying to create a project that is authentic to a retro console, there are many technical considerations that they need to keep in mind that might not be things that modern development has to worry about. The console cleanly keeps backgrounds and sprites loaded on separate pages. When this is done, it will cause the sprite to be displayed behind any non-transparent background pixels. If your camera shows an area of 10 game units, that's 2560 texture-pixels, but if your screen is only 1024 screen-pixels wide, then 2.5 sprite-pixels need to be crammed into 1 screen-pixel: i.e. This would allow me to accurately control the resolution of the curve so no matter what display resolution is used, it always appears smooth. Since I want my game to be a pixel art, I want the pixels to be more prominent. There’s also another trick for artists that want to have one of their background elements appear in the foreground. In addition I showed you how a clash with Cinemachine plugin can be avoided for preserving the proper functioning of the camera. – 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. It only takes a minute to sign up. However, now you can install it directly from package manager. This way, whenever a tile is displayed in the game it can have a sub-palette assigned to it, allowing the same tile to be simultaneously displayed on screen with different sub-palettes This is significant when creating artwork that is true to a retro console on a modern platform because it affects how you assign palettes to the artwork. Excellent post! Now if we display on a 2560 x 1440 monitor without changing anything, our formerly 148-pixel-tall character is now drawn 197.333 pixels tall, a 5.33333 pixel-to-texel ratio, and that trailing decimal is going to cause unsightly distortions. Retro games with simple mechanics and pixelated graphics can evoke fond memories for veteran gamers, while also being approachable to younger audiences. 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.