├── .gitignore ├── Assets ├── Unity Technologies.meta └── Unity Technologies │ ├── 2D Pixel Perfect.meta │ └── 2D Pixel Perfect │ ├── LICENSE.md │ ├── README.md │ ├── Samples.meta │ ├── Samples │ ├── Animation.meta │ ├── Animation │ │ ├── Animators.meta │ │ ├── Animators │ │ │ ├── Hero - Animated Parent.controller │ │ │ ├── Hero - Animated Parent.controller.meta │ │ │ ├── Hero - Animated.controller │ │ │ └── Hero - Animated.controller.meta │ │ ├── Clips.meta │ │ └── Clips │ │ │ ├── Hero Animation.anim │ │ │ ├── Hero Animation.anim.meta │ │ │ ├── Parent Hero Animation.anim │ │ │ └── Parent Hero Animation.anim.meta │ ├── Fonts.meta │ ├── Fonts │ │ ├── LICENSE.txt │ │ ├── LICENSE.txt.meta │ │ ├── RobotoCondensed-Bold.ttf │ │ └── RobotoCondensed-Bold.ttf.meta │ ├── Physics2D Materials.meta │ ├── Physics2D Materials │ │ ├── Bouncy.physicsMaterial2D │ │ └── Bouncy.physicsMaterial2D.meta │ ├── Presets.meta │ ├── Presets │ │ ├── Pixel Perfect Cameras.meta │ │ ├── Pixel Perfect Cameras │ │ │ ├── PixelPerfectCamera_16PPU_320x240_Pixel Snapped.preset │ │ │ ├── PixelPerfectCamera_16PPU_320x240_Pixel Snapped.preset.meta │ │ │ ├── PixelPerfectCamera_32PPU_320x240_Pixel Snapped.preset │ │ │ └── PixelPerfectCamera_32PPU_320x240_Pixel Snapped.preset.meta │ │ ├── Texture Importers.meta │ │ └── Texture Importers │ │ │ ├── TextureImporter_32PPU_PointFilter.preset │ │ │ └── TextureImporter_32PPU_PointFilter.preset.meta │ ├── RoboHero.meta │ ├── RoboHero │ │ ├── Animations.meta │ │ ├── Animations │ │ │ ├── player model.controller │ │ │ ├── player model.controller.meta │ │ │ ├── player_dash_ready.anim │ │ │ ├── player_dash_ready.anim.meta │ │ │ ├── player_dash_reloading.anim │ │ │ ├── player_dash_reloading.anim.meta │ │ │ ├── player_die.anim │ │ │ ├── player_die.anim.meta │ │ │ ├── player_idle.anim │ │ │ ├── player_idle.anim.meta │ │ │ ├── player_walk.anim │ │ │ └── player_walk.anim.meta │ │ ├── Materials.meta │ │ ├── Materials │ │ │ ├── RoboHero.mat │ │ │ └── RoboHero.mat.meta │ │ ├── Prefabs.meta │ │ ├── Prefabs │ │ │ ├── RoboHero.prefab │ │ │ └── RoboHero.prefab.meta │ │ ├── Scripts.meta │ │ ├── Scripts │ │ │ ├── Hero.cs │ │ │ └── Hero.cs.meta │ │ ├── Textures.meta │ │ └── Textures │ │ │ ├── RoboHero.png │ │ │ └── RoboHero.png.meta │ ├── Rule Tiles.meta │ ├── Rule Tiles │ │ ├── Animated Ocean Tile.meta │ │ ├── Animated Ocean Tile │ │ │ ├── Atlas.meta │ │ │ ├── Atlas │ │ │ │ ├── Ocean.spriteatlas │ │ │ │ └── Ocean.spriteatlas.meta │ │ │ ├── Sprites.meta │ │ │ ├── Sprites │ │ │ │ ├── ocean.ase │ │ │ │ ├── ocean.ase.meta │ │ │ │ ├── ocean.png │ │ │ │ └── ocean.png.meta │ │ │ ├── Tile Asset.meta │ │ │ └── Tile Asset │ │ │ │ ├── Ocean.asset │ │ │ │ └── Ocean.asset.meta │ │ ├── Dungeon Tile.meta │ │ ├── Dungeon Tile │ │ │ ├── Atlas.meta │ │ │ ├── Atlas │ │ │ │ ├── Dungeon.spriteatlas │ │ │ │ └── Dungeon.spriteatlas.meta │ │ │ ├── Sprites.meta │ │ │ ├── Sprites │ │ │ │ ├── dungeon.png │ │ │ │ └── dungeon.png.meta │ │ │ ├── Tile Asset.meta │ │ │ └── Tile Asset │ │ │ │ ├── Cave.asset │ │ │ │ └── Cave.asset.meta │ │ ├── Scripts.meta │ │ └── Scripts │ │ │ ├── Editor.meta │ │ │ ├── Editor │ │ │ ├── RuleTileEditor.cs │ │ │ └── RuleTileEditor.cs.meta │ │ │ ├── RuleTile.cs │ │ │ └── RuleTile.cs.meta │ ├── Scripts.meta │ ├── Scripts │ │ ├── BasicCameraFollow.cs │ │ ├── BasicCameraFollow.cs.meta │ │ ├── CameraManager.cs │ │ ├── CameraManager.cs.meta │ │ ├── HeroMover.cs │ │ └── HeroMover.cs.meta │ ├── Sprites.meta │ ├── Sprites │ │ ├── Enemy.png │ │ ├── Enemy.png.meta │ │ ├── Ground.png │ │ ├── Ground.png.meta │ │ ├── Hero.png │ │ └── Hero.png.meta │ ├── Tilemap Palettes.meta │ ├── Tilemap Palettes │ │ ├── Rule Tiles.prefab │ │ └── Rule Tiles.prefab.meta │ ├── _Scenes.meta │ └── _Scenes │ │ ├── SpriteRenderer Examples.unity │ │ ├── SpriteRenderer Examples.unity.meta │ │ ├── Tilemap Examples.unity │ │ └── Tilemap Examples.unity.meta │ ├── Third-Party Notices.md │ ├── Xtras.meta │ └── Xtras │ ├── Custom Canvas Scaler.meta │ └── Custom Canvas Scaler │ ├── CustomCanvasScaler.cs │ ├── CustomCanvasScaler.cs.meta │ ├── UI Scaling Example.unity │ └── UI Scaling Example.unity.meta ├── Documentation ├── 2D Pixel Perfect Camera.md └── images │ ├── 2D_Pix_image_0.png │ ├── 2D_Pix_image_1.png │ ├── 2D_Pix_image_2.png │ ├── 2D_Pix_image_3.png │ ├── 2D_Pix_image_4.png │ ├── 2D_Pix_image_5.png │ ├── 2D_Pix_image_6.png │ ├── 2D_Pix_image_7.png │ ├── 2D_Pix_image_8.png │ └── 2D_Pix_image_9.png ├── LICENSE.md ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset └── UnityConnectSettings.asset ├── README.md └── Third-Party Notices.txt /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | /[Bb]uilds/ 6 | /Assets/AssetStoreTools* 7 | /.vs/ 8 | 9 | # Autogenerated VS/MD solution and project files 10 | ExportedObj/ 11 | *.csproj 12 | *.unityproj 13 | *.sln 14 | *.suo 15 | *.tmp 16 | *.user 17 | *.userprefs 18 | *.pidb 19 | *.booproj 20 | *.svd 21 | 22 | 23 | # Unity3D generated meta files 24 | *.pidb.meta 25 | 26 | # Unity3D Generated File On Crash Reports 27 | sysinfo.txt 28 | 29 | # Builds 30 | *.apk 31 | *.unitypackage 32 | -------------------------------------------------------------------------------- /Assets/Unity Technologies.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d6525eefe5d5a41e6adb3391f8addf81 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Unity Technologies/2D Pixel Perfect.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8633673aae3d54c27adac49f31501c14 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Unity Technologies/2D Pixel Perfect/LICENSE.md: -------------------------------------------------------------------------------- 1 | 2D Pixel Perfect copyright © 2018 Unity Technologies ApS 2 | 3 | Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](https://unity3d.com/legal/licenses/Unity_Companion_License). 4 | 5 | Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions. 6 | 7 | -------------------------------------------------------------------------------- /Assets/Unity Technologies/2D Pixel Perfect/README.md: -------------------------------------------------------------------------------- 1 | # 2D Pixel Perfect 2 | 3 | This repository contains samples of the 2D Pixel Perfect features to be used with Unity 2018.2b3 and newer. 4 | 5 | ## Getting Started 6 | 7 | ### Get the Unity Editor 8 | 9 | To get started, download and install the latest Unity 2018.2 beta, here: https://unity3d.com/unity/beta-download 10 | 11 | ### Get the Package 12 | 13 | These samples already include the necessary manifest in the Packages folder of the project. 14 | If you want to activate these features in another project, you may use the Package Manager. 15 | 16 | Find out more about packages here: **[Unity Package Manager](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@1.8/manual/index.html)** 17 | 18 | ### Preview Feature Documentation 19 | * **[Pixel Perfect Camera](https://docs.unity3d.com/Packages/com.unity.2d.pixel-perfect@1.0/manual/index.html)** 20 | 21 | ## ❗️❗️❗️ Warning ❗️❗️❗️ 22 | 23 | **Project backward compatibility between Preview versions is NOT GUARANTEED. Always backup your project before updating the package. Preview features here are not production ready, please DO NOT use this package for your final production. Preview features may be discontinued/dropped.** 24 | 25 | -------------------------------------------------------------------------------- /Assets/Unity Technologies/2D Pixel Perfect/Samples.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fbf6a109fe5bd4794b76e23184357943 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Unity Technologies/2D Pixel Perfect/Samples/Animation.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 24de85c8b199a4dedb817324c9cd0b06 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Unity 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yes 4 | timeCreated: 1503846833 5 | licenseType: Pro 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Unity Technologies/2D Pixel Perfect/Samples/RoboHero/Scripts/Hero.cs: -------------------------------------------------------------------------------- 1 | 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using UnityEngine; 5 | using UnityEngine.SceneManagement; 6 | using UnityEngine.Tilemaps; 7 | 8 | public class Hero : MonoBehaviour 9 | { 10 | public float m_MoveSpeed; 11 | public Animator animator; 12 | 13 | Rigidbody2D rb; 14 | 15 | public enum PlayerState { Alive, Dead } 16 | public PlayerState playerState = PlayerState.Alive; 17 | public Vector2 lookFacing; 18 | public Vector2 respawnPoint; 19 | AudioSource audioSource; 20 | float dashCooldown = 0f; 21 | public bool dead = false; 22 | 23 | void Start() { 24 | rb = GetComponent(); 25 | animator.SetBool("alive", true); 26 | audioSource = GetComponent(); 27 | } 28 | void Update () 29 | { 30 | if(playerState == PlayerState.Dead) { 31 | rb.velocity = Vector2.zero; 32 | return; 33 | } 34 | 35 | Vector3 tryMove = Vector3.zero; 36 | 37 | if (Input.GetKey(KeyCode.LeftArrow)) 38 | tryMove += Vector3Int.left; 39 | if (Input.GetKey(KeyCode.RightArrow)) 40 | tryMove += Vector3Int.right; 41 | if (Input.GetKey(KeyCode.UpArrow)) 42 | tryMove += Vector3Int.up; 43 | if (Input.GetKey(KeyCode.DownArrow)) 44 | tryMove += Vector3Int.down; 45 | 46 | rb.velocity = Vector3.ClampMagnitude(tryMove, 1f) * m_MoveSpeed; 47 | animator.SetBool("moving", tryMove.magnitude > 0); 48 | if (Mathf.Abs(tryMove.x) > 0) { 49 | animator.transform.localScale = tryMove.x < 0f ? new Vector3(-1f, 1f, 1f) : new Vector3(1f, 1f, 1f); 50 | } 51 | if(tryMove.magnitude > 0f) { 52 | lookFacing = tryMove; 53 | } 54 | 55 | dashCooldown = Mathf.MoveTowards(dashCooldown, 0f, Time.deltaTime); 56 | 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e3dfd2d84bd19e940a1eaf932c37c072 3 | folderAsset: yes 4 | timeCreated: 1500914360 5 | licenseType: Pro 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Unity Technologies/2D Pixel Perfect/Samples/Rule Tiles/Scripts/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c1cbbd5ac8fed1a4087cbe4fbee0d570 3 | folderAsset: yes 4 | timeCreated: 1501821930 5 | licenseType: Free 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Unity Technologies/2D Pixel Perfect/Samples/Rule Tiles/Scripts/Editor/RuleTileEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3e71affbe222bd547ab7959462d8ea0d 3 | timeCreated: 1499789806 4 | licenseType: Pro 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Unity Technologies/2D Pixel Perfect/Samples/Rule Tiles/Scripts/RuleTile.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using UnityEngine.Tilemaps; 4 | 5 | namespace UnityEngine 6 | { 7 | [Serializable] 8 | [CreateAssetMenu] 9 | public class RuleTile : TileBase 10 | { 11 | public Sprite m_DefaultSprite; 12 | public Tile.ColliderType m_DefaultColliderType = Tile.ColliderType.Sprite; 13 | 14 | [Serializable] 15 | public class TilingRule 16 | { 17 | public Neighbor[] m_Neighbors; 18 | public Sprite[] m_Sprites; 19 | public float m_AnimationSpeed; 20 | public float m_PerlinScale; 21 | public Transform m_RuleTransform; 22 | public OutputSprite m_Output; 23 | public Tile.ColliderType m_ColliderType; 24 | public Transform m_RandomTransform; 25 | 26 | public TilingRule() 27 | { 28 | m_Output = OutputSprite.Single; 29 | m_Neighbors = new Neighbor[8]; 30 | m_Sprites = new Sprite[1]; 31 | m_AnimationSpeed = 1f; 32 | m_PerlinScale = 0.5f; 33 | m_ColliderType = Tile.ColliderType.Sprite; 34 | 35 | for(int i=0; i m_TilingRules; 45 | 46 | public override void GetTileData(Vector3Int position, ITilemap tileMap, ref TileData tileData) 47 | { 48 | tileData.sprite = m_DefaultSprite; 49 | tileData.colliderType = m_DefaultColliderType; 50 | tileData.flags = TileFlags.LockTransform; 51 | tileData.transform = Matrix4x4.identity; 52 | 53 | foreach (TilingRule rule in m_TilingRules) 54 | { 55 | Matrix4x4 transform = Matrix4x4.identity; 56 | if (RuleMatches(rule, position, tileMap, ref transform)) 57 | { 58 | switch (rule.m_Output) 59 | { 60 | case TilingRule.OutputSprite.Single: 61 | case TilingRule.OutputSprite.Animation: 62 | tileData.sprite = rule.m_Sprites[0]; 63 | break; 64 | case TilingRule.OutputSprite.Random: 65 | int index = Mathf.Clamp(Mathf.FloorToInt(GetPerlinValue(position, rule.m_PerlinScale, 100000f) * rule.m_Sprites.Length), 0, rule.m_Sprites.Length - 1); 66 | tileData.sprite = rule.m_Sprites[index]; 67 | if (rule.m_RandomTransform != TilingRule.Transform.Fixed) 68 | transform = ApplyRandomTransform(rule.m_RandomTransform, transform, rule.m_PerlinScale, position); 69 | break; 70 | } 71 | tileData.transform = transform; 72 | tileData.colliderType = rule.m_ColliderType; 73 | break; 74 | } 75 | } 76 | } 77 | 78 | private static float GetPerlinValue(Vector3Int position, float scale, float offset) 79 | { 80 | return Mathf.PerlinNoise((position.x + offset) * scale, (position.y + offset) * scale); 81 | } 82 | 83 | public override bool GetTileAnimationData(Vector3Int position, ITilemap tilemap, ref TileAnimationData tileAnimationData) 84 | { 85 | foreach (TilingRule rule in m_TilingRules) 86 | { 87 | Matrix4x4 transform = Matrix4x4.identity; 88 | if (RuleMatches(rule, position, tilemap, ref transform) && rule.m_Output == TilingRule.OutputSprite.Animation) 89 | { 90 | tileAnimationData.animatedSprites = rule.m_Sprites; 91 | tileAnimationData.animationSpeed = rule.m_AnimationSpeed; 92 | return true; 93 | } 94 | } 95 | return false; 96 | } 97 | 98 | public override void RefreshTile(Vector3Int location, ITilemap tileMap) 99 | { 100 | if (m_TilingRules != null && m_TilingRules.Count > 0) 101 | { 102 | for (int y = -1; y <= 1; y++) 103 | { 104 | for (int x = -1; x <= 1; x++) 105 | { 106 | base.RefreshTile(location + new Vector3Int(x, y, 0), tileMap); 107 | } 108 | } 109 | } 110 | else 111 | { 112 | base.RefreshTile(location, tileMap); 113 | } 114 | } 115 | 116 | public bool RuleMatches(TilingRule rule, Vector3Int position, ITilemap tilemap, ref Matrix4x4 transform) 117 | { 118 | // Check rule against rotations of 0, 90, 180, 270 119 | for (int angle = 0; angle <= (rule.m_RuleTransform == TilingRule.Transform.Rotated ? 270 : 0); angle += 90) 120 | { 121 | if (RuleMatches(rule, position, tilemap, angle)) 122 | { 123 | transform = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0f, 0f, -angle), Vector3.one); 124 | return true; 125 | } 126 | } 127 | 128 | // Check rule against x-axis mirror 129 | if ((rule.m_RuleTransform == TilingRule.Transform.MirrorX) && RuleMatches(rule, position, tilemap, true, false)) 130 | { 131 | transform = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(-1f, 1f, 1f)); 132 | return true; 133 | } 134 | 135 | // Check rule against y-axis mirror 136 | if ((rule.m_RuleTransform == TilingRule.Transform.MirrorY) && RuleMatches(rule, position, tilemap, false, true)) 137 | { 138 | transform = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(1f, -1f, 1f)); 139 | return true; 140 | } 141 | 142 | return false; 143 | } 144 | 145 | private static Matrix4x4 ApplyRandomTransform(TilingRule.Transform type, Matrix4x4 original, float perlinScale, Vector3Int position) 146 | { 147 | float perlin = GetPerlinValue(position, perlinScale, 200000f); 148 | switch (type) 149 | { 150 | case TilingRule.Transform.MirrorX: 151 | return original * Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(perlin < 0.5 ? 1f : -1f, 1f, 1f)); 152 | case TilingRule.Transform.MirrorY: 153 | return original * Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(1f, perlin < 0.5 ? 1f : -1f, 1f)); 154 | case TilingRule.Transform.Rotated: 155 | int angle = Mathf.Clamp(Mathf.FloorToInt(perlin * 4), 0, 3) * 90; 156 | return Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0f, 0f, -angle), Vector3.one); 157 | } 158 | return original; 159 | } 160 | 161 | public bool RuleMatches(TilingRule rule, Vector3Int position, ITilemap tilemap, int angle) 162 | { 163 | for (int y = -1; y <= 1; y++) 164 | { 165 | for (int x = -1; x <= 1; x++) 166 | { 167 | if (x != 0 || y != 0) 168 | { 169 | Vector3Int offset = new Vector3Int(x, y, 0); 170 | Vector3Int rotated = GetRotatedPos(offset, angle); 171 | int index = GetIndexOfOffset(rotated); 172 | TileBase tile = tilemap.GetTile(position + offset); 173 | if (rule.m_Neighbors[index] == TilingRule.Neighbor.This && tile != this || rule.m_Neighbors[index] == TilingRule.Neighbor.NotThis && tile == this) 174 | { 175 | return false; 176 | } 177 | } 178 | } 179 | 180 | } 181 | return true; 182 | } 183 | 184 | public bool RuleMatches(TilingRule rule, Vector3Int position, ITilemap tilemap, bool mirrorX, bool mirrorY) 185 | { 186 | for (int y = -1; y <= 1; y++) 187 | { 188 | for (int x = -1; x <= 1; x++) 189 | { 190 | if (x != 0 || y != 0) 191 | { 192 | Vector3Int offset = new Vector3Int(x, y, 0); 193 | Vector3Int mirrored = GetMirroredPos(offset, mirrorX, mirrorY); 194 | int index = GetIndexOfOffset(mirrored); 195 | TileBase tile = tilemap.GetTile(position + offset); 196 | if (rule.m_Neighbors[index] == TilingRule.Neighbor.This && tile != this || rule.m_Neighbors[index] == TilingRule.Neighbor.NotThis && tile == this) 197 | { 198 | return false; 199 | } 200 | } 201 | } 202 | } 203 | 204 | return true; 205 | } 206 | 207 | private int GetIndexOfOffset(Vector3Int offset) 208 | { 209 | int result = offset.x + 1 + (-offset.y + 1) * 3; 210 | if (result >= 4) 211 | result--; 212 | return result; 213 | } 214 | 215 | public Vector3Int GetRotatedPos(Vector3Int original, int rotation) 216 | { 217 | switch (rotation) 218 | { 219 | case 0: 220 | return original; 221 | case 90: 222 | return new Vector3Int(-original.y, original.x, original.z); 223 | case 180: 224 | return new Vector3Int(-original.x, -original.y, original.z); 225 | case 270: 226 | return new Vector3Int(original.y, -original.x, original.z); 227 | } 228 | return original; 229 | } 230 | 231 | public Vector3Int GetMirroredPos(Vector3Int original, bool mirrorX, bool mirrorY) 232 | { 233 | return new Vector3Int(original.x * (mirrorX ? -1 : 1), original.y * (mirrorY ? -1 : 1), original.z); 234 | } 235 | } 236 | } 237 | -------------------------------------------------------------------------------- /Assets/Unity Technologies/2D Pixel Perfect/Samples/Rule Tiles/Scripts/RuleTile.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d746e0082aaaaf0458b2b02bb4d45a47 3 | timeCreated: 1499789806 4 | licenseType: Pro 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Unity Technologies/2D Pixel Perfect/Samples/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 87386e4c738ed4d9393424b69a893be0 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Unity Technologies/2D Pixel Perfect/Samples/Scripts/BasicCameraFollow.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class BasicCameraFollow : MonoBehaviour 5 | { 6 | public GameObject followTarget; 7 | private Vector3 targetPos; 8 | public float moveSpeed; 9 | 10 | void Update () 11 | { 12 | targetPos = new Vector3(followTarget.transform.position.x, followTarget.transform.position.y, transform.position.z); 13 | Vector3 velocity = targetPos - transform.position; 14 | transform.position = Vector3.SmoothDamp (transform.position, targetPos, ref velocity, 1.0f, moveSpeed * Time.deltaTime); 15 | } 16 | } 17 | -------------------------------------------------------------------------------- /Assets/Unity Technologies/2D Pixel Perfect/Samples/Scripts/BasicCameraFollow.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6992f49c3fd3c4795a3c9f80850a68d4 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Unity Technologies/2D Pixel Perfect/Samples/Scripts/CameraManager.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using UnityEngine.U2D; 4 | 5 | public class CameraManager : MonoBehaviour 6 | { 7 | public Camera ordinaryCamera; 8 | public PixelPerfectCamera pixelPerfectCamera; 9 | 10 | private bool isPixelPerfect; 11 | 12 | void Awake() 13 | { 14 | isPixelPerfect = false; 15 | ValidateCameras(isPixelPerfect); 16 | } 17 | 18 | public void TogglePixelPerfect(bool value) 19 | { 20 | isPixelPerfect = value; 21 | ValidateCameras(isPixelPerfect); 22 | } 23 | 24 | public void ValidateCameras(bool value) 25 | { 26 | if (value) 27 | { 28 | ordinaryCamera.gameObject.SetActive(false); 29 | pixelPerfectCamera.gameObject.SetActive(true); 30 | } 31 | else 32 | { 33 | ordinaryCamera.gameObject.SetActive(true); 34 | pixelPerfectCamera.gameObject.SetActive(false); 35 | } 36 | } 37 | } 38 | -------------------------------------------------------------------------------- /Assets/Unity Technologies/2D Pixel Perfect/Samples/Scripts/CameraManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 34e749f8e89764026b0bcd4ced153c5f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Unity Technologies/2D Pixel Perfect/Samples/Scripts/HeroMover.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class HeroMover : MonoBehaviour 6 | { 7 | public float Amplitude = 1.0f; 8 | public float Frequency = 1.0f; 9 | 10 | private Vector3 origin; 11 | private float offset; 12 | 13 | 14 | // Use this for initialization 15 | void Start() 16 | { 17 | origin = transform.position; 18 | } 19 | 20 | // Update is called once per frame 21 | void Update() 22 | { 23 | offset = Mathf.Sin(Time.time * Frequency * 4.0f) * Amplitude; 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-------------------------------------------------------------------------------- /Assets/Unity Technologies/2D Pixel Perfect/Xtras/Custom Canvas Scaler/CustomCanvasScaler.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | 4 | public class CustomCanvasScaler : CanvasScaler 5 | { 6 | private Canvas m_RootCanvas; 7 | private const float kLogBase = 2; 8 | 9 | protected override void OnEnable() 10 | { 11 | m_RootCanvas = GetComponent(); 12 | base.OnEnable(); 13 | } 14 | 15 | protected override void HandleScaleWithScreenSize() 16 | { 17 | Vector2 screenSize; 18 | if (m_RootCanvas.worldCamera != null) 19 | { 20 | screenSize = new Vector2(m_RootCanvas.worldCamera.pixelWidth, m_RootCanvas.worldCamera.pixelHeight); 21 | } 22 | else 23 | { 24 | screenSize = new Vector2(Screen.width, Screen.height); 25 | } 26 | 27 | // Multiple display support only when not the main display. For display 0 the reported 28 | // resolution is always the desktops resolution since its part of the display API, 29 | // so we use the standard none multiple display method. (case 741751) 30 | int displayIndex = m_RootCanvas.targetDisplay; 31 | if (displayIndex > 0 && displayIndex < Display.displays.Length) 32 | { 33 | Display disp = Display.displays[displayIndex]; 34 | screenSize = new Vector2(disp.renderingWidth, disp.renderingHeight); 35 | } 36 | 37 | float scaleFactor = 0; 38 | switch (m_ScreenMatchMode) 39 | { 40 | case ScreenMatchMode.MatchWidthOrHeight: 41 | { 42 | // We take the log of the relative width and height before taking the average. 43 | // Then we transform it back in the original space. 44 | // the reason to transform in and out of logarithmic space is to have better behavior. 45 | // If one axis has twice resolution and the other has half, it should even out if widthOrHeight value is at 0.5. 46 | // In normal space the average would be (0.5 + 2) / 2 = 1.25 47 | // In logarithmic space the average is (-1 + 1) / 2 = 0 48 | float logWidth = Mathf.Log(screenSize.x / m_ReferenceResolution.x, kLogBase); 49 | float logHeight = Mathf.Log(screenSize.y / m_ReferenceResolution.y, kLogBase); 50 | float logWeightedAverage = Mathf.Lerp(logWidth, logHeight, m_MatchWidthOrHeight); 51 | scaleFactor = Mathf.Pow(kLogBase, logWeightedAverage); 52 | break; 53 | } 54 | case ScreenMatchMode.Expand: 55 | { 56 | scaleFactor = Mathf.Min(screenSize.x / m_ReferenceResolution.x, screenSize.y / m_ReferenceResolution.y); 57 | break; 58 | } 59 | case ScreenMatchMode.Shrink: 60 | { 61 | scaleFactor = Mathf.Max(screenSize.x / m_ReferenceResolution.x, screenSize.y / m_ReferenceResolution.y); 62 | break; 63 | } 64 | } 65 | 66 | SetScaleFactor(scaleFactor); 67 | SetReferencePixelsPerUnit(m_ReferencePixelsPerUnit); 68 | } 69 | } 70 | -------------------------------------------------------------------------------- /Assets/Unity Technologies/2D Pixel Perfect/Xtras/Custom Canvas Scaler/CustomCanvasScaler.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6b62f966127c3a7488ac83bcdf66753d 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Unity Technologies/2D Pixel Perfect/Xtras/Custom Canvas Scaler/UI Scaling Example.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a5b499b9e1c89094c83a36dd583972f3 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Documentation/2D Pixel Perfect Camera.md: -------------------------------------------------------------------------------- 1 | # 2D Pixel Perfect 2 | 3 | ## Overview 4 | 5 | The **2D Pixel Perfect** package contains the **Pixel Perfect Camera** component which ensures your pixel art remains crisp and clear at different resolutions, and stable in motion. 6 | 7 | It is a single component that makes all the calculations needed to scale the viewport with resolution changes, removing the hassle from the user. The user can adjust the definition of the pixel art rendered within the camera viewport through the component settings, as well preview any changes immediately in Game view by using the Run in Edit Mode feature. 8 | 9 | ![Pixel Perfect Camera gizmo](images/2D_Pix_image_0.png) 10 | The **Pixel Perfect Camera** gizmo in the Scene 11 | 12 | Attach the **Pixel Perfect Camera** component to the main Camera GameObject in the Scene, it is represented by two green bounding boxes centered on the **Camera** gizmo in the Scene view. The solid green bounding box shows the visible area in Game view, while the dotted bounding box shows the **Reference Resolution.** 13 | 14 | The **Reference Resolution** is the original resolution your Assets are designed for, its effect on the component's functions is detailed further in the documentation. 15 | 16 | Before using the component, first ensure your Sprites are prepared correctly for best results with the the following steps. 17 | 18 | ## Preparing Your Sprites 19 | 20 | 1. After importing your textures into the project as Sprites, set all Sprites to the same **Pixels Per Unit** value. 21 | 22 | ![Setting PPU value](images/2D_Pix_image_1.png) 23 | 24 | 2. In the Sprites' Inspector window, set their **Filter Mode** to *Point*. 25 | 26 | ![Set 'Point' mode](images/2D_Pix_image_2.png) 27 | 28 | 3. Set their **Compression** to 'None' 29 | 30 | ![Set 'None' compression](images/2D_Pix_image_3.png) 31 | 32 | 4. Follow the steps below to correctly set the pivot for a Sprite 33 | 34 | 1. Open the **Sprite Editor** for the selected Sprite. 35 | 36 | 2. If Sprite Mode is set to Multiple and there are multiple Sprite elements, then a pivot point must be set for each individual Sprite element. 37 | 38 | 3. Under the Sprite settings, select *Custom* from the *Pivot* drop-down menu. Then select *Pixels* from the *Pivot Unit Mode* drop-down menu. This allows you to input the pivot point's coordinatess in pixels, or drag the pivot point around freely in the Sprite Editor and have it automatically snap to pixel corners. 39 | 40 | 4. Repeat step 4(3) for each Sprite element as needed. 41 | 42 | ![image alt text](images/2D_Pix_image_4.png) 43 | 44 | ## Snap Settings 45 | 46 | To ensure the pixelated movement of Sprites are consistent with each other, follow the below steps to set the proper snap settings for your project. 47 | 48 | ![Snap Setting window](images/2D_Pix_image_5.png) 49 | 50 | 1. Open the **Snap Settings** at menu: Edit > Snap Settings... 51 | 52 | 2. For **Move X/Y/Z**, set their values to '1 divided by the Asset Pixels Per Unit (PPU) value' 53 | 54 | 3. Snap settings are not applied retroactively. If there are any pre-existing GameObjects in the Scene, select each of them and click *Snap All Axes* to apply the Snap settings 55 | 56 | ## Properties 57 | 58 | ![Property table](images/2D_Pix_image_6.png) 59 | The component's Inspector window 60 | 61 | |**Property**|**Function**| 62 | | --- | --- | 63 | |**Asset Pixels Per Unit**|Amount of pixels that make up one unit of the Scene.| 64 | |**Reference Resolution**|Original resolution Assets are designed for.| 65 | |**Upscale Render Texture**|Enable to create a temporary rendered texture of the Scene close-to or at the Reference Resolution, which is then upscaled.| 66 | |**Reference Resolution**|Original resolution Assets are designed for.| 67 | |**Pixel Snapping (unavailable when _Upscale Render Texture_ is enabled)**|Enable this feature to snap Sprite Renderers to a grid in world space at render-time.| 68 | |**Crop Frame**|Crops the viewport with black bars, to match the Reference Resolution along the checked axis.| 69 | |**Stretch Fill (available when both X and Y are checked)**|Enable to expand the viewport to fit the screen resolution while maintaining the viewport's aspect ratio.| 70 | |**Run In Edit Mode**|Enable this to preview Camera setting changes in Edit Mode.| 71 | |**Current Pixel Ratio (available when _Run In Edit Mode_ is enabled)**|Shows the size ratio of the rendered Sprites compared to their original size.| 72 | 73 | ## Property Details 74 | 75 | ### Asset Pixels Per Unit 76 | 77 | This value is the amount of pixels that make up one unit of the Scene. Match this value to to the **Pixels Per Unit** values of all Sprites in the Scene. 78 | 79 | ### Reference Resolution 80 | 81 | This is the original resolution your Assets are designed for. Scaling up Scenes and Assets from this resolution preserves your pixel art cleanly at higher resolutions. 82 | 83 | ### Upscale Render Texture 84 | 85 | By default, the Scene is rendered at the pixel perfect resolution closest to the full screen resolution. 86 | 87 | Enable this option to have the Scene rendered to a temporary texture set as close as possible to the **Reference Resolution**, while maintaining the full screen aspect ratio. This temporary texture is then upscaled to fit the full screen. 88 | 89 | ![Box examples](images/2D_Pix_image_7.png) 90 | 91 | The result is unaliased and unrotated pixels, which may be a desirable visual style for certain game projects. 92 | 93 | ### Pixel Snapping 94 | 95 | Enable this feature to snap Sprite Renderers to a grid in world space at render-time. The grid size is based on the **Assets Pixels Per Unit** value. 96 | 97 | **Pixel Snapping** prevents subpixel movement and make Sprites appear to move in pixel-by-pixel increments. This does not affect any GameObjects' Transform positions. 98 | 99 | ### Crop Frame 100 | 101 | Crops the viewport along the checked axis with black bars to match the **Reference Resolution**. Black bars are added to make the Game View fit the full screen resolution. 102 | 103 | |![Uncropped cat](images/2D_Pix_image_8.png)|![Cropped cat](images/2D_Pix_image_9.png)| 104 | |:---:|:---:| 105 | | *Fig.1:* Uncropped | *Fig.2:* Cropped | 106 | 107 | ### Run In Edit Mode 108 | 109 | Enable this to preview Camera setting changes in Edit Mode. This will cause constant changes to the Scene while active. 110 | 111 | -------------------------------------------------------------------------------- /Documentation/images/2D_Pix_image_0.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Unity-Technologies/2d-pixel-perfect/169b0c2d985ed329246b3018041fb3321f2f75c3/Documentation/images/2D_Pix_image_0.png -------------------------------------------------------------------------------- /Documentation/images/2D_Pix_image_1.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Unity-Technologies/2d-pixel-perfect/169b0c2d985ed329246b3018041fb3321f2f75c3/Documentation/images/2D_Pix_image_1.png -------------------------------------------------------------------------------- /Documentation/images/2D_Pix_image_2.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Unity-Technologies/2d-pixel-perfect/169b0c2d985ed329246b3018041fb3321f2f75c3/Documentation/images/2D_Pix_image_2.png -------------------------------------------------------------------------------- /Documentation/images/2D_Pix_image_3.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Unity-Technologies/2d-pixel-perfect/169b0c2d985ed329246b3018041fb3321f2f75c3/Documentation/images/2D_Pix_image_3.png -------------------------------------------------------------------------------- /Documentation/images/2D_Pix_image_4.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Unity-Technologies/2d-pixel-perfect/169b0c2d985ed329246b3018041fb3321f2f75c3/Documentation/images/2D_Pix_image_4.png -------------------------------------------------------------------------------- /Documentation/images/2D_Pix_image_5.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Unity-Technologies/2d-pixel-perfect/169b0c2d985ed329246b3018041fb3321f2f75c3/Documentation/images/2D_Pix_image_5.png -------------------------------------------------------------------------------- /Documentation/images/2D_Pix_image_6.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Unity-Technologies/2d-pixel-perfect/169b0c2d985ed329246b3018041fb3321f2f75c3/Documentation/images/2D_Pix_image_6.png -------------------------------------------------------------------------------- /Documentation/images/2D_Pix_image_7.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Unity-Technologies/2d-pixel-perfect/169b0c2d985ed329246b3018041fb3321f2f75c3/Documentation/images/2D_Pix_image_7.png -------------------------------------------------------------------------------- /Documentation/images/2D_Pix_image_8.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Unity-Technologies/2d-pixel-perfect/169b0c2d985ed329246b3018041fb3321f2f75c3/Documentation/images/2D_Pix_image_8.png -------------------------------------------------------------------------------- /Documentation/images/2D_Pix_image_9.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Unity-Technologies/2d-pixel-perfect/169b0c2d985ed329246b3018041fb3321f2f75c3/Documentation/images/2D_Pix_image_9.png -------------------------------------------------------------------------------- /LICENSE.md: -------------------------------------------------------------------------------- 1 | 2D Pixel Perfect copyright © 2018 Unity Technologies ApS 2 | 3 | Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](https://unity3d.com/legal/licenses/Unity_Companion_License). 4 | 5 | Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions. 6 | 7 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.2d.pixel-perfect": "1.0.1-preview", 4 | "com.unity.ads": "2.0.8", 5 | "com.unity.analytics": "2.0.16", 6 | "com.unity.package-manager-ui": "1.9.9", 7 | "com.unity.purchasing": "2.0.1", 8 | "com.unity.textmeshpro": "1.2.1", 9 | "com.unity.modules.ai": "1.0.0", 10 | "com.unity.modules.animation": "1.0.0", 11 | "com.unity.modules.assetbundle": "1.0.0", 12 | "com.unity.modules.audio": "1.0.0", 13 | "com.unity.modules.cloth": "1.0.0", 14 | "com.unity.modules.director": "1.0.0", 15 | "com.unity.modules.imageconversion": "1.0.0", 16 | "com.unity.modules.imgui": "1.0.0", 17 | "com.unity.modules.jsonserialize": "1.0.0", 18 | "com.unity.modules.particlesystem": "1.0.0", 19 | 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Store Apps: 5 222 | XboxOne: 5 223 | iPhone: 2 224 | tvOS: 2 225 | -------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 14 | - 15 | - 16 | - 17 | - 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | m_SortingLayers: 41 | - name: Default 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /ProjectSettings/TimeManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: 0.02 7 | Maximum Allowed Timestep: 0.33333334 8 | m_TimeScale: 1 9 | Maximum Particle Timestep: 0.03 10 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | m_TestInitMode: 0 11 | CrashReportingSettings: 12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate 14 | m_Enabled: 0 15 | m_CaptureEditorExceptions: 1 16 | UnityPurchasingSettings: 17 | m_Enabled: 0 18 | m_TestMode: 0 19 | UnityAnalyticsSettings: 20 | m_Enabled: 0 21 | m_InitializeOnStartup: 1 22 | m_TestMode: 0 23 | m_TestEventUrl: 24 | m_TestConfigUrl: 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # 2D Pixel Perfect 2 | 3 | This repository contains samples of the 2D Pixel Perfect features to be used with Unity 2018.2b3 and newer. 4 | 5 | ## Getting Started 6 | 7 | ### Get the Unity Editor 8 | 9 | To get started, download and install the latest Unity 2018.2 beta, here: https://unity3d.com/unity/beta-download 10 | 11 | ### Get the Package 12 | 13 | These samples already include the necessary manifest in the Packages folder of the project. 14 | If you want to activate these features in another project, you may use the Package Manager. 15 | 16 | Find out more about packages here: **[Unity Package Manager](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@1.8/manual/index.html)** 17 | 18 | ### Preview Feature Documentation 19 | * **[Pixel Perfect Camera](https://docs.unity3d.com/Packages/com.unity.2d.pixel-perfect@1.0/manual/index.html)** 20 | 21 | ## ❗️❗️❗️ Warning ❗️❗️❗️ 22 | 23 | **Project backward compatibility between Preview versions is NOT GUARANTEED. Always backup your project before updating the package. Preview features here are not production ready, please DO NOT use this package for your final production. Preview features may be discontinued/dropped.** 24 | 25 | -------------------------------------------------------------------------------- /Third-Party Notices.txt: -------------------------------------------------------------------------------- 1 | This asset is governed by the Asset Store EULA; however, the following components are governed by the licenses indicated below: 2 | 3 | A. Roboto 4 | 5 | Copyright Google 2004 6 | 7 | Apache 2.0 8 | 9 | TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION 10 | 11 | 1. 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