Hi guys!
I have a question about a specific use case and was hoping to get an answer that will make my life easier.
I come from a more traditional/code-only background and I'm used to setting up the scale of my sprites manually using the world coordinate system. I'm currently working on a prototype in Unity (for the first time, been at it about a month) and now that game mechanics are in and working with crappy programmer art, I wanted to get all the pixel perfect assets in.
My issue is that to draw pixel perfect, I need to change all my sprite object scales back to 1 and leave the sprite scale as 1 in the sprite sheet.
If I want to draw in world coordinates (aka not change my object scales) I need to calculate the right scale for each sprite in the sprite sheet which feels backwards to how tk2d was meant to be used.
The reason why I have always worked in world coordinates is that I could just swap assets behind the scenes to target a new resolution. No code changes and the sprites are pixel perfect on a different screen/platform, yay! For example, if 1 world unit is 10 pixels and my character is 5 units high, I drop in a 50px high sprite. If I want to target a platform where 1 world unit is now 20 pixels, I simply swap out the sprite for a 100px version and change nothing else to get pixel perfect rendering.
So ideally, I'd like to (without having to set scales for each sprite individually) have the sprites be scaled by the world coordinate system I have set up so that I can use the world scale to size them in code and have them look pixel perfect.
Is there an easy way to achieve this?
(I'm also posting this on the unity forum so if you see it twice just answer in one spot!)