I do not get how items and pixels work in Unity. As an example:
Right here I’ve a digicam with dimension 5. Because of this there are 5 items from the middle of the digicam to both the highest or backside border. This implies too that the full top of the digicam are 10 items.
On the identical time we’ve a “Show 1” set to 1920×1080. If the peak of the display screen in pixels is 1080, and there are 10 items, this might imply that each unity might be 108 pixels, proper?
Then again, if I set the decision of “Show 1” to 2560×1440, this might imply that each unit would draw 144 pixels, proper?
Now, I’ve my sprite, a 35×37 pixels picture.
Since I would like my recreation to be a pixel artwork, I would like the pixels to be extra outstanding. To do that, I want to upscale it four occasions, that means that as an alternative of 35×37, I need to draw 140×148 pixels, proper?
But when I’m going to the settings of my sprite, I discover the next settings:
There’s a area calles “pixels per unit”. Which signifies that I’ve to manually the calculation between the decision of my show and the dimensions of my digicam. So on this case set the “Pixels per unit” to 108.
However then, if I need to enable to have completely different resolutions in my recreation, say 1440p, which means that the “Pixels per unit” for my sprite have to be 144, as an alternative of 108. Since this setting isn’t computerized, and can’t be modified on runtime (I feel), does this imply that I’ve to duplicate the identical sprite and set each file with completely different PPU, relying on all of the resolutions I need to assist, after which in runtime choose the appropiate sprite? As a result of that does not appear proper.
Is there some idea I’m not correctly greedy about Models and Pixels?