Game Development with Unity 2D – part 6: Pixel Perfect

Here we have a nice chat with the sinful Daniele Giardini about pixel perfect in 2D games, as a form of holy perfection.

We are continuing our voyage in Unity 2D development; previous trips: Part 0, Part 1, Part 2, Part 3, Part 4, Part 5.

We didn’t find a satisfactory definition of pixel perfect online, so this is Daniele’s:

Pixel perfect indicates the on-screen visualization of a 2D image, where each pixel of said image fully occupies either A) a single screen pixel or B) a screen area corresponding to a multiple of 2 pixels. This allows each pixel of the image to be seen as clearly as possible (in short, perfectly), without additionally generated anti-aliasing.

In all this discussion we are talking about Unity game development in particular for the game People in Love. We also discuss (not) making your own physics and voxels.

A pixelated 31x31 tile rendered pixel perfect
Notice here the tile is “odd”,  31×31 pixels.

Get here the free DOTween tween engine for Unity by Daniele. And here is the 2D Toolkit we talk about.

Here is a discussion of pixel perfect in Unity without 2D Toolkit, and here is a pixel perfect calculator for orthographic camera.

And here are also Ghostshark Games.

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