Add the Cinemachine PixelThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary Perfect to the Cinemachine Virtual Cameras to use both the Pixel Perfect CameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary and Cinemachine together. Both systems modify the Camera’s orthographic size, so using these two systems together in a single sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary would cause them to fight for control over the Camera and produce unwanted results. The Cinemachine Pixel Perfect extension solves this incompatibility.
Cinemachine Pixel Perfect is an extension for the Cinemachine Virtual Camera that alters the orthographic size of the virtual camera. The extension detects the presence of the Pixel Perfect Camera component, and uses the component settings to calculate for the correct orthographic size of the virtual camera that best retains the SpritesA 2D graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. More info
See in Glossary in a pixel-perfect resolution.
To add this extension to your virtual cameras, use the Add Extension dropdown menu on the Cinemachine Virtual Camera InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
See in Glossary window. Add this extension to each virtual camera in your Project.
For each virtual camera attached with this extension, the Pixel Perfect Camera component then calculates a pixel-perfect orthographic size that best matches the original size of the virtual camera during Play Mode or when Run In Edit Mode is enabled. This is done to match the original framing of each virtual camera as close as possible when the pixel-perfect calculations are implemented.
When the Cinemachine Brain component blendsTransition from one animation to another animation smoothly and seamlessly, such as blending a character’s walking and running animations according to the character’s speed.
See in Glossary between multiple virtual cameras, the rendered image is temporarily not pixel-perfect during the transition between cameras. The image becomes pixel-perfect once the view fully transitions to a single virtual camera.
The following are the current limitations of the extension:
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.