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Come level up your Unity skills and knowledge. Come post your questions! Joined: Mar 9, Posts: HI, Ive been searching the web on how to blur the background of a UI element dynamically not a static image using uGUI in personal edition like this but have not found anything easy to follow Does anyone know any ways how I could accomplish this?
Plexus1Aug 2, Joined: Dec 5, Posts: 16, Image effect? KiwasiAug 2, How would i get an image effect to apply to the background of the UI?
Doesn't it affect the whole camera? Joined: Oct 3, Posts: It does, which is why I used seperate cameras and canvases myself.
However, my effect was full-screen, and requires Unity 5 not 4. Perhaps a shader would be more appropriate here. I think there's a default "frosted glass" one for UI, so that might be a good base to build off of. If all else fails, you might also use a grab pass and blur that, though I'm not sure on the performance implications of that.It seems that one cannot create a blurry layer to be used to blur other graphics beneath this layer, using adobe tools.
My original idea was to place the blurry layer on top of another sprite, and at specific stages, I want to fade away the blurry layer to make the sprite beneath looking sharper by time. Does anybody have an idea on how I can achieve this? I would like to see if other unity users had to work on a similar situation, and possibly share their solution Attachments: Up to 2 attachments including images can be used with a maximum of To help users navigate the site we have posted a site navigation guide.
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Related Questions.Ciro ContinisioNovember 19, Unity now has a Pixel Perfect solution in the form of a package. It comes with a simple component to put on the Camera which will do the hard work for you and make sure the art stays crisp and aligned with the grid of real, small pixels on any screen.
For these reasons, as you are working on the art, consider using work files that are twice the resolution that you actually need or more, then scale them down before bringing them into Unity, or use import settings to reduce their size as they are imported into the engine.
The Import Settings for any image asset allow you to force the maximum resolution to a power of 2. The Import Settings also allow you to define a Max Size and other compression settings per platform, so, for instance, you can have some assets on a certain resolution on PC and just half of it on mobile devices, where contained disk space is crucial. Tip: Unity offers a way to consolidate several Sprites into one through Sprite Atlases.
In addition to being a way to save texture space, atlases also offer one unified way of controlling the Max Size rather than having to set it individually for every single sprite in your project. People have very diverse devices and screens and will see your game in a variety of resolutions and aspect ratios.
For phones, the range is huge. Some old devices can go down to less than pixels vertically, but some modern ones will be up to 4K. Steam also offers a similar service on this page. With Retina an Apple trademark and other modern high-DPI screens, while the actual hardware resolution is very high e. Note: DPI dots-per-inch or PPI points-per-inch, or pixels-per-inch are different names used interchangeably by different manufacturers, but at the end of the day, they mean the same thing: how many pixels are squeezed in a linear inch on screen.
Traditionally, screens were 72 DPI. Today high-DPI screens are usually DPI, but you can find phones that boast up to DPI or more since they are packing a lot of pixels on relatively small screens.
Some examples here. For these screens, you have two options. One is to aim at offering an experience that uses the 4K resolution in full. The downside is that producing 4K-compatible assets takes a lot of extra work.
In this case, make sure to highlight it in your marketing materials!!TILEMAPS in Unity
Owners of consoles like PS4 Pro and Xbox One X, which are compatible with 4K, will love the fact that your game is using the hardware to its full power. So the bottom line is: you need to choose a maximum resolution you are aiming for based on the current market shares, see aboveand set that as your target for the whole project.
Everyone in the team will then be able to make decisions knowing that. As we mentioned before, Unity measures distances and sizes in something that is simply called a unit, not in pixels. For instance, the average humanoid model between 1. Same goes for 3D lighting, where light parameters are meant to stay true to reality. The Size parameter in the Inspector of an Orthographic camera. With a size of 5, we have a viewport that measures 10 Unity units on the vertical. On Macs which are generally it will be 16 by 10 so less visibility on the horizontal.
On a phone held vertically so it becomesthe same camera will show only an area of 5. For instance, any game that scrolls horizontally will benefit from a slender horizontal aspect ratio because the player can see more of the coming hazards. Now that we know all about units, this should be very clear. With these settings, we can fit more than five rocks on the vertical of the viewport. The vertical is pixels, and the rock is less than a fifth of the screen you can see how the faded rocks fit more than 5 times in the image aboveit means we are using pixels of source graphics to render more than pixels.I have had an odd thing happen and i can not figure out what i have done.
Attachments: Up to 2 attachments including images can be used with a maximum of To help users navigate the site we have posted a site navigation guide. Make sure to check out our Knowledge Base for commonly asked Unity questions. Answers Answers and Comments.
Does unity support flatsprite? How do i change the sprite on a sprite renderer without changing the size? Reset vector 2 offsets 0 Answers. Get surface area of sprite 1 Answer. Login Create account. Ask a question. Started a new project and they are crisp. Any ideas why this would happen? Add comment. Best Answer. I figured it out : on the import settings i had the Filter Mode set to Bilinear when it needed to be Point.
The dark mode beta is finally here. Change your preferences any time. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. For some reason, I can't get these tilemaps to come out like they were created in Unity The pixel art is imported to Unity from Tiled.
The pixel art in Tiled:. The same pixel art imported to Unity:. As requested, the sprite import settings:. Considering you already changed the filtering from Bilinear to Point no filterthe issue may be that Unity compresses your texture by default.
This is likely if it is a POT texture Power of two resolution. You can override this for individual platforms at the bottom of the texture's import settings.
And don't forget hitting that Apply-button! Also, what data type is your image? As far as I understand, the image used is a Spritesheet in form of a tilemap.
Therefore the SpriteMode should be set to Multiple. You can then click on the Sprite Editor button and cut the sheet into individual sprites using the Slice function now separate, as of Unity 5. You probably want to use the Grid - By Cell Size method, which is basically how this is handled inside Tiled.
You also want to adjust your Pixels Per Unit setting to match the resolution of your tiles for pixel-perfect results. As I suggested, one way to get rid of blurring is to set the "Filter Mode" of the sprite to "Point no filter " instead of "Bilinear" or "Trilinear". Here you can see the difference between bilinear and point filtering.
If that doesn't help, try messing with the quality settings in the Sprite Import. Increase the "Max Size" and maybe disable "Compression" or increase the quality of the compression. Here you can see differences between the different compression qualities, ranging from "Low" over "High" to "None". You can also try to increase the "Max Size" value for higher quality sprites. It scales the dimensions of your sprite to not exceed the specified value.
If your sprite sheet is already smaller than the "Max Value", increasing it will have no effect though. The next picture shows the differences between Sizes, and 64 for a Sprite with dimensions x You can see that sizes above the dimensions won't have any effect, whereas smaller values will scale the sprite down, decreasing its visual quality.
Usually fiddling around with those values should help making your sprites look sharp and not blurred anymore.
The matrix on top gives you a selection of all current quality levels for the Editor itself as well as all build target platforms. The green tick shows what currently is selected as the default quality. You can also set the "Texture Quality" which defines the overall texture resolution in your project. You should choose "Full Res" for your current default settings. There is still some minor blurring if I zoom in but at least it isn't as bad as I demoed in my question.
The dark mode beta is finally here. Change your preferences any time. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. I am currently making a mobile match-3 like game in unity. I have made all the graphics for the gems the objects with which you make the matches in Inkscape at x and exported them PNG Files with 90 dpi also tried with but nothing changed.
My problem is that when I run the game in the editor the graphics seem to be "pixelated" and blurry. I have also set the max size to and compression to high quality My Main Camera's size is 10 but I tried to change that and nothing changed as far as the quality of the sprites. What can I do to "perfectly" display my sprites? Do I have to export them in some other way from Inkscape or do I have to change some Unity's settings? Thank you. NOTE: My sprites are not "pixel art"!
Edit Added photos of the purple gem as file and how it is shown in editor :. You're display resolution on the images isn't a x region where those images are displayed, which means that they must be scaled in some manner in order to display in the desired region. Camera rendering is notoriously bad at scaling. As your images aren't Vector and Unity doesn't support vector graphic formats anywayscaling will always result in a loss of detail.
Detail like hard edges. Learn more. Unity blurry and pixelated sprites in editor no pixel art Ask Question. Asked 5 months ago. Active 4 months ago. Viewed times. Spyropoulos N. Spyropoulos 43 5 5 bronze badges. Well, mipmaps and bilinear filtering--by definition--blur images. But it would help if you included an image of what you're seeing vs. Draco18s i have already tried disabling mipmaps and bilinear filtering but all it does is to make the sprites have sharp ends like pixel art.
Spyropoulos Nov 19 '19 at And the example images I asked for? Active Oldest Votes. Because scaling You're display resolution on the images isn't a x region where those images are displayed, which means that they must be scaled in some manner in order to display in the desired region. Your options are: smaller images where you have complete control over how the image is scaled down bilinear filtering which is fundamentally blurry mipmaps which are automatically scaled down versions of your image in powers of two If the later two aren't giving satisfactory results, your only option is the first.The texture sizes are x for the body parts and face separate from each other.
The face is a "sprite sheet" composed of about 25 faces expressions. No, I disabled them. I found a solution! These are the settings I used! Attachments: Up to 2 attachments including images can be used with a maximum of To help users navigate the site we have posted a site navigation guide. Make sure to check out our Knowledge Base for commonly asked Unity questions. Answers Answers and Comments. UV distortions in Blender when connecting vertices.
Sprites getting wierd pixels at the sides 1 Answer. How do you draw a sprite from an atlas on to a mesh?
My pixel art textures are blurry!
Importing Blender to Unity textures get mixed up 1 Answer. Texture not displaying correctly 2 Answers. Login Create account. Ask a question. Here's how it looks in Unity: Ew. Not good. How do I fix this? Is mipmap enabled for this texture? Are you running the game with full texture size settings?
Here's how it looks now! Now it looks amazing! Now I just need to fix the camera into perspective so he doesn't look like a mule.