For some reason, I can't get these tilemaps to come out like they were created in Unity... The pixel art is imported to Unity from Tiled.
The same pixel art imported to Unity:
Does anyone have any idea how I can fix this? Thanks in advance!
Considering you already changed the filtering from Bilinear
to Point (no filter)
, the issue may be that Unity compresses your texture by default. This is likely if it is a POT texture (Power of two resolution).
You can override this for individual platforms at the bottom of the texture's import settings. Select RGBA 32 bit
if you need the alpha channel (transparency) or RGB 24 bit
if you don't, to get your texture uncompressed.
And don't forget hitting that Apply-button! ;)
If this doesn't help, could you post a picture of your import settings?
Also, what data type is your image?
EDIT:
After the import settings screenshot has been added, it seems to me the issue lies in the SpriteMode
settings.
As far as I understand, the image used is a Spritesheet in form of a tilemap. Therefore the SpriteMode
should be set to Multiple
.
You can then click on the Sprite Editor
button and cut the sheet into individual sprites using the Slice
function (now separate, as of Unity 5.6).
You probably want to use the Grid - By Cell Size
method, which is basically how this is handled inside Tiled.
You also want to adjust your Pixels Per Unit
setting to match the resolution of your tiles (for pixel-perfect results).