Pixel Perfect Camera Preview

Check the PPU and Reference Resolution for Unity's Pixel Perfect Camera visually before you decide on them. Everything runs in your browser, so your images are never sent to a server.

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Frame handling

View type

Sample sprites

Three samples (sample1.png to sample3.png) are shown by default. You can add your own images or remove samples (up to 8). If you change the size fields, the image is scaled to match.

Terrain tile
Monitor resolutionScaleResult

FAQ

Can third parties access my loaded images through server communications?

No. This tool runs entirely in your browser and does not communicate user data between servers. Your loaded images are not transmitted to a server.

What do PPU and Reference Resolution mean?

Pixels Per Unit (PPU) determines how many pixels correspond to one unit in the game world. For a 32×32 px sprite, setting PPU to 32 displays it at its original size (1× scale), while setting PPU to 16 makes it appear twice as large. If different sprites use different PPU values, their scales in the game world will vary. For this reason, it is common practice to use a consistent PPU value throughout a project.

Reference Resolution determines the resolution at which the game is designed to be displayed. For example, setting it to 320×180 means the game is designed around a view that shows 320 pixels horizontally and 180 pixels vertically. If the actual display resolution is higher, the image can be scaled up by an integer factor (2×, 3×, etc.), keeping the pixel art crisp and sharp without blurring. In general, higher values are often used when more detail and visual information are desired, while lower values are commonly used to achieve a classic retro look.

The monitor resolution table says "Not a whole-number multiple". Is that a problem?

It appears when the Reference Resolution does not fit the monitor resolution evenly. The Pixel Perfect Camera renders at the largest whole-number scale that fits, so the remaining area becomes black bars (or the view is expanded). You can switch "Frame handling" to see how each looks.

What happens if a sprite's PPU differs from the camera PPU?

Its size on screen changes. If the resulting scale is not a whole number, pixel widths become uneven. If the field is left blank, it is treated as the same as the camera PPU.