I've noticed that sometimes when I do a web-build, my sprites will end up looking compressed. I tracked the issue down to mip maps. I guess for web builds, Unity will use mip maps more aggressively, so if I have some objects that are far away in Z (even though my cam is ortho), it will use lower-res mip levels. The solution is simple: go into the tk2D atlas texture settings, switch the Texture Type to Advanced, then uncheck "Generate Mip Maps". I was wondering: Could this be unchecked by default? I imagine if you want pixel-perfect sprites, you will never want mip mapping. And, it's nice to use whatever Z values you want to depth-order things. Thoughts?