Explore the different properties available to customize the appearance of your 2D 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 art with 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.
The component’s 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
Property | Function |
---|---|
Asset Pixels Per Unit | This is the amount of pixels that make up one unit of the 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. Match this value to the Pixels Per Unit values of all 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 the scene. |
Reference Resolution | This is the original resolution your assets are designed for. |
Crop Frame | Select what to do when there is a difference in aspect ratioThe relationship of an image’s proportional dimensions, such as its width and height. See in Glossary. |
Grid Snapping | Select what to do when snapping. |
Filter Mode (Only available when Stretch Fill option is selected.) | Select the method Unity uses to upscale the final image. |
Current Pixel Ratio | Shows the size ratio of the rendered sprites compared to their original size. |
This is the original resolution your Assets are designed for. Scaling up scenes and assets from this resolution preserves your pixel art cleanly at higher resolutions.
By default, the scene is rendered at the pixel perfect resolution closest to the full screen resolution.
Enable this option to have the scene rendered to a temporary texture set as close as possible to the Reference Resolution, while maintaining the full screen aspect ratio. This temporary texture is then upscaled to fit the entire screen.
The result is unaliased and unrotated pixels, which may be a desirable visual style for certain game projects.
Enable this feature to snap sprite RenderersA component that lets you display images as Sprites for use in both 2D and 3D scenes. More info
See in Glossary to a grid in world space at render-time. The grid size is based on the Assets Pixels Per Unit value.
Pixel Snapping prevents subpixel movement and make sprites appear to move in pixel-by-pixel increments. This does not affect any GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary’ Transform positions.
Crops the viewportThe user’s visible area of an app on their screen.
See in Glossary based on the option selected, adding black bars to match the Reference Resolution. Black bars are added to make the Game view fit the full screen resolution.
![]() |
![]() |
---|---|
Uncropped | Cropped |
Filter Mode is only usable when Stretch Fill option is selected.
Defaults to Retro AA upscale filtering, where the image is upscaled as close as possible to the screen resolution as a multiple of the Reference resolution, followed by a bilinear filtering to upscale to the target screen resolution.
Point filtering is also available for user preference. If you upscale the image this way, it can suffer from bad pixel placement, thus losing pixel perfectness.
![]() |
![]() |
---|---|
Point | Retro AA |
![]() |
![]() |
Upscale Render TextureA special type of Texture that is created and updated at runtime. To use them, first create a new Render Texture and designate one of your Cameras to render into it. Then you can use the Render Texture in a Material just like a regular Texture. More info See in Glossary + Point |
Upscale Render Texture + Retro AA |
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.