Chapter     8

Cameras and Pixel Perfection

Now you’ve seen how to create the infrastructure for a truly 2D game in Unity, at least in terms of textures and geometry. In the past few chapters we’ve created editor plug-ins to generate quads and atlas textures. The quads are formed from four corner vertices and two polygons. By combining the quads with atlas textures, and UV mapping, we can display specific regions of an atlas on the quad surface. Further, we can animate the UV mapping to show flip-book animations, like traditional sketchbook animations where its pages are flipped through one after the other. But there’s a crucial ingredient missing in our 2D formula. Sure, we can create quads and atlas textures, but all the quads we create are ...

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