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Question by Wrymnn · Nov 01, 2014 at 04:33 PM · spriteedgesjagged

Jagged / Pixelated edges on all sprites

Hi

(Before I start I`m talking about 2D Sprites not Textures)

My 2D sprites made in adobe illustrator look horrible jagged and pixelated when are not in exactly horizontal and vertical position. So basicaly when am rottating pretty much anything.

Import Sprite settings:

Tried both bilinear and trilinear 4096 size (I export it from AI in 4kx4k) Format tried compressed and 16bit

This is the result: http://i.imgur.com/k9LKPr5.jpg

any help pls? Isnt there any antialiasing?

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Answer by b1gry4n · Nov 04, 2014 at 04:25 AM

It looks like the resolution for the texture you are using is too large. Imagine a large image youve scaled down. The pixels in the image are fighting over the same screen space. A solution could be to make the image for that sprite smaller.

If you need to zoom in and out, try creating your own "LOD system" like the built in lod system for 3d models. As you zoom in, at a certain threshold, replace the image with a larger resolution texture. Zoomed out = smaller

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avatar image Wrymnn · Nov 04, 2014 at 08:50 AM 1
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Actually the problem was:

-In import settings there was option I think mip mapping or something, I did not see it before so I don`t know I guess it came with new test build 20 or something. -After I turned it on the sprite was nicely smooth ofc kinda blurry with anti-aliasing but better than jagged and pixelated.

But Yes you are right as well. I was importing sprites in 4k x 4k which was really huge.

avatar image b1gry4n · Nov 05, 2014 at 08:55 AM 0
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yeh, mipmapping will make the texture lower res at a distance. Sometimes it may reduce quality in a way that is noticeable/unpleasing to look at. you can adjust it by messing with the ansio setting

avatar image ertbaran · Aug 04, 2020 at 08:44 PM 0
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It works on my problem. Smaller size. Like 128x128 for my UI buttons. Thanks.

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Answer by Eric5h5 · Nov 01, 2014 at 04:49 PM

Turn on bilinear filtering for the textures.

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avatar image Wrymnn · Nov 01, 2014 at 05:08 PM 0
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I use sprites, it`s 2D game in 2D unity settings.

So sprite renderer, sprite colliders etc.

avatar image Eric5h5 · Nov 01, 2014 at 11:19 PM 0
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I'm quite aware of what sprites are. They are still made out of textures. Just turn on bilinear filtering.

avatar image Wrymnn · Nov 02, 2014 at 08:14 AM 0
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Sorry but did you read my original post? :D

"Tried both bilinear and trilinear 4096 size (I export it from AI in 4kx4k) Format tried compressed and 16bit"

The taken picture is with bilinear filtering ON.

All my sprites have bilinear filtering.

avatar image hikaru007 · Jul 25, 2016 at 08:53 AM 2
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this solution helped me. thanks bro

capture.png (26.4 kB)
avatar image eidercarlos hikaru007 · Mar 04, 2018 at 02:28 PM 1
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Thank you! Generate Minimaps gets the image improved! Very nice!

avatar image eidercarlos · Mar 04, 2018 at 02:23 PM 1
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YESS! This is the correct solution! Thank you very much!!

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Answer by BobbyDoogle · Mar 16, 2016 at 12:10 AM

Same issue in my case it was resolved by upping the "max size" of the sprite in the import settings.

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avatar image BobbyDoogle · Mar 16, 2016 at 12:11 AM 0
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Although I yelled at the artist for making it too big : ' )

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Answer by michaelmajor · Mar 02, 2018 at 11:34 PM

In my case, I needed to enable "Alpha Is Transparency" in the Advanced Options of my spritesheet in the Inspector (using Unity 5.5.4).,In my case, I needed to enable "Alpha Is Transparency" in the Advanced Options for my spritesheet in the Inspector.

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Answer by PuzzleBuilder · May 02, 2018 at 08:30 PM

Turning on "Generate Mip Maps" solved this for me.

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avatar image IronArrow · Sep 14, 2019 at 05:52 AM 1
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Yes. Turning on "Generate Mip Maps" and Filter mode "Bilinear" and also compression set to "None" helped my individually imported 2D sprites look good when I hit play. They look more blurred in the Scene window but when I press play they look good. Not tested on sprite sheet though.

avatar image LilGames · Sep 14, 2019 at 06:50 PM 1
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This is not necessarily the correct solution though. You want to work with sprites that are sized correctly to the intended screen size to begin with. But it is difficult to elaborate further on this without knowing the specifics of what you are doing and what size/scale these sprites appear at in the game.

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