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Unity Pixel Art Blurry — Sprite Import Settings That Fix It

Pixel art usually looks soft in Unity because the texture was imported with filtering and compression, or because Max Size is smaller than the sheet and Unity scaled it down. If the sprite is sharp while standing still and only smears or shimmers while it or the camera moves, that is sub-pixel movement: a scene setting, not an import setting.

Pixel art in Unity turns soft for import reasons — Filter Mode Bilinear, compression, a Max Size smaller than the sheet (Unity resizes it on import), mipmaps — or for camera reasons: a screen-to-art pixel ratio that is not a whole number, sub-pixel movement, or a Pixel Perfect Camera stretching with its default Retro AA filter. Blurry while standing still: check the texture. Only while moving or at some window sizes: check the camera. Nerulio’s Unity 6 bundle sets the texture side for you; the camera is a scene setting you add.

Drop frame images, a GIF or an .aseprite file to pack
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Studio Pack & Export: CC0 ninja frames packed on one page and the list of all 18 export formats, each with its own Export button
The real Studio with a CC0 asset (OpenGameArt).
Exports to
  • Unity 6Verified· Unity 6000.5.3f1
  • Godot 4Verified· Godot 4.7.2
  • Phaser 3 / 4Verified· Phaser 3.90 + 4.2
  • PixiJS 8Verified· PixiJS 8.21
  • Aseprite JSONVerified· Phaser load.aseprite · PixiJS 8.21
  • .asepriteVerified· Aseprite 1.3.18
  • Spine / libGDXVerified· spine-canvas 4.2
  • Starling / Sparrow XMLVerified· Phaser 4.2
  • LÖVEVerified· LÖVE 11.5
  • DefoldBuilt· Defold bob.jar 1.13.1
  • GameMakerUNVERIFIED
  • CSS spritesVerified· Chromium
  • GIF / APNGDecoded· Pillow

Texture settings, Pixels Per Unit and the camera

Texture import. Filter Mode Point (no filter) looks blocky up close, Bilinear looks blurry up close and Trilinear also blurs between mipmap levels. Compression Low, Normal or High Quality stores a lossy GPU format that shifts colours in small blocks; None keeps every pixel. Max Size is the largest dimension Unity imports: a 4096 px sheet with Max Size 2048 is resized on import (Resize Algorithm Mitchell by default), which smears every pixel.

Pixels Per Unit (PPU) says how many art pixels make one world unit. With PPU 16 a 16 × 16 tile is exactly one unit and one art pixel is 1/16 = 0.0625 units. Sprites with different PPU values are drawn at different sizes, and no camera can make all of them pixel-perfect at once.

Camera. An orthographic camera shows 2 × Size units vertically; the screen height divided by the art pixels that fit in it must be a whole number, or art pixels become 4 and 5 screen pixels in turn. In URP the Pixel Perfect Camera component does this calculation from Assets Pixels Per Unit and Reference Resolution (the separate 2D Pixel Perfect package is for the Built-In Render Pipeline only).

Movement. A position of 3.0625 at PPU 16 is exactly on an art pixel; 3.03 is half-way between two. Grid Snapping (Pixel Snapping or Upscale Render Texture) aligns rendering to the pixel grid. When Crop Frame is Stretch Fill, the default Filter Mode Retro AA stretches with bilinear filtering: less shimmer, softer pixels.

Filter Mode
Point (no filter), Bilinear or Trilinear, set per texture.
Pixels Per Unit
Art pixels per world unit. One value for every sprite, usually the tile size.
Assets Pixels Per Unit, Reference Resolution
Pixel Perfect Camera fields: your sprites’ PPU and the resolution the art is designed for (for example 320 × 180).
Grid Snapping
None, Pixel Snapping (rendering aligned to the pixel grid; Transform positions unchanged) or Upscale Render Texture (render at the reference resolution, then upscale).

Example: 16 PPU art in a 320 × 180 view

Assets Pixels Per Unit = 16, Reference Resolution = 320 × 180:

visible world    320/16 × 180/16 = 20 × 11.25 units   (orthographic Size = 11.25/2 = 5.625)
one art pixel    1/16 = 0.0625 units

screen          pixel ratio        what one art pixel becomes
1920 × 1080     1080/180 = 6       6 × 6 screen pixels
2560 × 1440     1440/180 = 8       8 × 8
1366 × 768      768/180  = 4.27    4 or 5 px if the view is simply stretched

At 1366 × 768 no whole ratio fills the screen exactly: either the image keeps 4:1 (1280 × 720) and the rest is cropped or bordered (Crop Frame), or it is stretched and the pixels become uneven or soft. The Pixel Perfect Camera shows the ratio it uses as Current Pixel Ratio.

Which cause the Nerulio bundle removes, and which stay with you

CauseWhere to change itSet by the Unity 6 bundle?
Filter Mode Bilinear or TrilinearTexture Import Settings › Advanced › Filter ModeYes: Point
Compression Low / Normal / High QualityTexture Import Settings, Default tab › CompressionYes: None (Uncompressed) in the default settings; platform override tabs you add keep their own value
Max Size smaller than the sheetDefault tab › Max SizeYes: raised to the next power of two that holds the page
MipmapsGenerate MipmapYes: off
Different PPU per spritePixels Per UnitFrom pixelsPerUnit in the exported JSON — 100 unless you edit it
Pixel ratio not a whole numberCamera / Pixel Perfect CameraNo — scene setting
Sub-pixel movement, Retro AA softeningPixel Perfect Camera › Grid Snapping, Filter Mode; your scriptsNo

What it does

  • The bundle's NerulioSpriteImporter.cs sets every atlas page to Sprite, Multiple, Filter Mode Point and Compression Uncompressed, with mipmaps off.
  • Max Size is raised to the next power of two that holds the page, so Unity never shrinks a large sheet behind your back.
  • One sprite rect per frame in whole pixels, y flipped for Unity's bottom-left origin, with the pivot normalised inside the trimmed rect so frames stay aligned.
  • Pixels Per Unit is a plain number in the exported JSON (pixelsPerUnit, 100 by default) that the importer applies to every page; set it to your grid before importing.
  • Checked in Unity 6000.5.3f1 batch mode: sprite rects, pivots, pixels, clip keys and durations came back as exported.

How to do it

  1. Drop the sheet (then Apply), numbered frames, a GIF or an .aseprite file.
  2. Open Pack & Export and export for Unity 6.
  3. Open the exported .json and change pixelsPerUnit from 100 to your art's grid, for example 16.
  4. Copy the PNG, the JSON and the Editor folder into Assets/, then run Tools › Nerulio › Import Studio JSON.
  5. If the art only blurs while moving, set up the camera for pixel art (for example Unity's Pixel Perfect Camera with the same PPU).

Fix it in Unity 6 (URP 2D)

  1. Select all pixel-art textures in the Project window and give them one Pixels Per Unit value, for example 16.
  2. In the Advanced section set Filter Mode = Point (no filter); in the Default tab set Compression = None and Max Size at least the sheet’s longest side; turn Generate Mipmap off; Apply.
  3. Select the main camera › Add Component › Pixel Perfect Camera. Set Assets Pixels Per Unit to the same PPU and Reference Resolution to your art resolution (for example 320 × 180).
  4. Set Grid Snapping to Pixel Snapping (or Upscale Render Texture if rotated sprites should keep square pixels) and choose a Crop Frame; with Stretch Fill, switch Filter Mode to Point if Retro AA looks too soft.
  5. In the Scene view’s Grid and Snap overlay, set Grid Size to 1 ÷ PPU (0.0625 for 16) and enable grid snapping, so placed sprites land on whole art pixels.
  6. For art coming from Nerulio: edit pixelsPerUnit in the .unity.json, copy it with the PNG and the Editor/ folder into Assets/ and run Tools › Nerulio › Import Studio JSON — steps 1 and 2 are then done for those textures.

Check the result

  • Select a texture: Filter Mode Point (no filter), Compression None, Max Size ≥ the longest side, Generate Mipmap off.
  • Game view at 1920 × 1080 with a 320 × 180 reference: zoom a screenshot — every art pixel is 6 × 6.
  • Pixel Perfect Camera › Current Pixel Ratio shows a whole ratio such as 6:1.
  • Walk a character slowly: it moves in whole-pixel steps instead of smearing.

Unity pixel-art settings and who sets them

SettingValue for pixel artSet by the bundle?
Texture Type, Sprite ModeSprite, MultipleYes, by the importer script
Filter ModePoint (no filter)Yes
CompressionNone (Uncompressed)Yes
Generate Mip MapsOffYes
Max SizeAt least the page's longest sideYes, raised to the next power of two that fits
Pixels Per UnitYour art grid, e.g. 16From pixelsPerUnit in the JSON: 100 unless you edit it
Sprite rects and pivotsWhole pixels, pivots from your framesYes, one SpriteRect per frame
Camera for moving pixel artA pixel-perfect camera with the same PPUNo: a scene setting the bundle leaves alone

Troubleshooting

SymptomLikely causeHow to checkFix
Blurry even when nothing movesFilter Mode Bilinear or TrilinearTexture Inspector › Advanced › Filter ModePoint (no filter), Apply
Blocky colour smudges on outlines and gradientsLossy Compression (Normal Quality)Default tab › Compression, and every platform override tabNone — in each override you use as well
A big sheet looks soft and slightly shrunkMax Size is smaller than the sheet, so Unity resized it on importCompare the image size with Max SizeRaise Max Size to at least the longest side
Uneven pixels: some lines 4 px thick, some 5Screen height ÷ art pixels is not whole, or a Transform Scale is fractionalCurrent Pixel Ratio; the sprite’s Transform ScalePixel Perfect Camera with the right Reference Resolution; keep Scale at 1
Sharp at rest, shimmers while walkingSprite or camera between art pixelsTransform Position changes by less than 1/PPU per stepGrid Snapping = Pixel Snapping; move the camera target in steps of 1/PPU
Pixel Perfect Camera added, but everything is a little softCrop Frame Stretch Fill with the default Filter Mode Retro AA (bilinear)Pixel Perfect Camera › Filter ModeFilter Mode = Point (more shimmer), or a Crop Frame that keeps a whole ratio
Tiles and characters have unexpected sizesDifferent Pixels Per Unit per texture, or the bundle’s default 100Pixels Per Unit on each textureOne value everywhere, and the same in Assets Pixels Per Unit

Other ways to do it

OptionWhen it is the better choice
Change the import settings by hand (multi-select in the Project window)A few PNGs drawn elsewhere: four fields per texture, no extra script in the project.
Aseprite to Unity bundleYou start from an .aseprite file and also want one animation clip per tag with each frame’s own duration.
The separate 2D Pixel Perfect packageYour project uses the Built-In Render Pipeline; Unity documents that package for Built-In only.

Engine exports and how each was checked

"Verified" means the exported files were loaded by the real engine or tool on real CC0 assets and the result was compared with the source. Anything that was not loaded is labelled as such.

TargetFilesCheck
Godot 4.tres SpriteFrames · .tscn AnimatedSprite2D · .png.importVerified Godot 4.7.2Loaded by Godot; every animation frame drawn and compared with the source file. The scene uses Nearest filtering; rotation is never used.
Unity 6.unity.json · Editor/NerulioSpriteImporter.cs · AnimationClipVerified Unity 6000.5.3f1Batch mode: sprite rects, pivots, pixels, clip keys and durations checked.
Phaser 3 / 4atlas JSON (multiatlas) · .anims.jsonVerified Phaser 3.90 + 4.2Frames and animations drawn by both versions.
PixiJS 8spritesheet JSON · animations · anchor · meta.scaleVerified PixiJS 8.21Rotated and multi-page atlases included.
Aseprite JSONhash / array · frameTags · slicesVerified Phaser load.aseprite · PixiJS 8.21Tags keep their direction and repeat count.
.asepritelayers · tags · durations · slicesVerified Aseprite 1.3.18Opened and rendered by the Aseprite command line.
Spine / libGDX.atlasVerified spine-canvas 4.2Every region drawn by the Spine runtime, rotated and trimmed; libGDX itself was not run.
Starling / Sparrow XMLXML per pageVerified Phaser 4.2Phaser 3.90 draws trimmed XML frames wrongly (its own bug); the "Sparrow XML (Phaser 3)" preset turns trim off and passes in 3.90 and 4.2.
LÖVELua quads · nerulio_atlas.lua · main.luaVerified LÖVE 11.5Every frame drawn and every animation stepped through the shipped helper.
Defold.atlas · .tilesourceBuilt Defold bob.jar 1.13.1Built by Defold's command-line builder; the built texture's UVs were read back.
GameMakerspr_<name>_stripN.png · gamemaker.jsonUNVERIFIEDNot loaded in GameMaker (no headless GameMaker). The strips are cut the way its strip importer cuts them.
CSS sprites.css · preview .htmlVerified ChromiumEvery class drawn from the shipped stylesheet.
GIF / APNGone file per animationDecoded PillowEvery frame and delay decoded again after export; APNG is exact.

Evidence

Exports: 49 runs in the real engines on real CC0 assets, 47 pass — the 2 failures are Phaser 3.90's trimmed-XML bug, which the Phaser 3 preset avoids. Packer head-to-head on 5 real frame sets (CodeAndWeb free web packer, GAPTools, free-tex-packer): smallest sheet on all 5 with rotation allowed, 4 of 5 without; every frame restored pixel-exact.

Limits

  • The bundle does not add or configure a camera: Pixel Perfect Camera, Crop Frame and Grid Snapping are yours.
  • Pixels Per Unit is not set in the Studio: edit pixelsPerUnit in the exported JSON before importing (100 otherwise).
  • The camera steps come from the Unity 6.0 URP manual; our Unity runs checked the import, not the camera.
  • Polygon (mesh) packing is not offered: none of the verified engines draws a mesh atlas from exported data.
  • GameMaker strips are UNVERIFIED in GameMaker itself.
  • Scale variants (@0.5x–@4x) use nearest-neighbour only.
  • Trimmed Starling XML is drawn wrongly by Phaser 3.90; use the "Sparrow XML (Phaser 3)" preset there.

Versions and sources

Unity 6000.5.3f1 imported the Nerulio bundle in batch mode in our verification runs: sprite rects, pivots, pixels, clip keys and durations came back as exported, with the importer’s Point / uncompressed / no-mipmap settings. The Pixel Perfect Camera, snapping and import-setting descriptions follow the Unity 6.0 and 6.6 manuals.

Official documentation used

Questions

My sprite is sharp at rest but smears while walking. Why?

The sprite or the camera sits between screen pixels, so the art is sampled at fractional positions. A pixel-perfect camera setup (such as Unity's Pixel Perfect Camera, set to the same Pixels Per Unit) snaps it. The bundle does not touch your cameras or scenes.

What Pixels Per Unit should I use?

The number of art pixels that should make one Unity unit, usually your tile size (16 or 32). Use the same value for every sprite so they line up on the grid. The export writes 100 unless you change pixelsPerUnit in the JSON.

Why do some pixels look doubled and others not?

Uneven pixel widths come from drawing at a non-integer scale (window size, camera size or object scale), not from the texture. Keep those at whole multiples of your art.

Do I still have to fix the texture settings by hand?

No. The importer sets Point, Uncompressed, no mipmaps and Max Size on each page it imports. Its comments say where to change them if a sheet is not pixel art.

Is it free, and do I need an account?

Everything on these pages is free and works without an account. There is no watermark and no export that is held back.

Are my sprites uploaded?

No. The Studio decodes, packs and exports in this browser tab. Projects are autosaved in the browser (IndexedDB) and can be saved as a .nerulio file.

Does it need Aseprite or an engine plugin installed?

No. .aseprite files are read and written in the browser, and each engine bundle carries what that engine needs (for Godot, the import settings and scene; for Unity and the Godot TileSet, a small editor script).