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Question by pmort · Apr 13, 2018 at 12:19 AM · 2d2d gamemobilemobile devicespixel art

Sizing pixel art for game camera

I feel like this should be simple but it's been stumping me for several hours.

I've created a pixel art background using a 144x256 pixel grid (16:9 resolution for mobile, portrait orientation) that I imported into a 2D Unity project with the filter to Point (no filter). I've set the game view to 9:16. When I drag the art asset onto my hierarchy, the art is much bigger than the viewport. However, in the most up to date version of Unity, I no longer see a space in the Build Settings > Player Settings to define the screen dimensions. If I create a custom resolution on the game-view window of 144x256, the scale is still off, where my art is much bigger than the viewport area. The pixels per unit on the asset is set to 100. The Main Camera Size is set to 1.

I'm not sure what I'm doing wrong or how I should get the game view to match the artwork (or vice versa, though scaling the artwork would be a problem as all of the rest of my art was done to match this background's scale). Do I just tweak the camera size until it fits, or is there a more appropriate way to do this that isn't a "magic number" setting?

Anyway, any help would be appreciated.

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