Timeline for How does the Unity coordinate system map to screen pixels?
Current License: CC BY-SA 3.0
6 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Sep 16, 2016 at 17:30 | comment | added | tyjkenn | You can adjust the camera to work more easily with pixel measurements by switching it to orthographic and then adjusting the orthographicSize to be (pixelHeight / pixels per unit) / 2. | |
| Sep 16, 2016 at 15:38 | history | edited | Leo | CC BY-SA 3.0 | added 408 characters in body |
| Sep 16, 2016 at 14:39 | comment | added | Leo | I knew there were some drawbacks on setting the ppu to one, but i was not sure which. Ill update it later, thanks | |
| Sep 16, 2016 at 14:26 | comment | added | DMGregory♦ | Note that this answer is describing distance in terms of texture pixels, or texels. Depending on your camera size and output resolution, these may be bigger or smaller than pixels on the player's screen. Also, be very cautious about using a pixels per unit setting of 1: many game systems like physics are optimized assuming your dynamic content is a few units in size, give or take an order of magnitude. Making each unit a texel will often make your objects much bigger than these optimisations expect, so you may get degraded performance or funny-looking behaviour. | |
| Sep 16, 2016 at 14:13 | history | edited | Leo | CC BY-SA 3.0 | added 1 character in body |
| Sep 16, 2016 at 13:59 | history | answered | Leo | CC BY-SA 3.0 |