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Use any version of Unity 6.
Pixelate needs Unity’s 2D Sprite package (com.unity.2d.sprite) for sprite slicing. Accept dependency prompts during import. URP is recommended when you want Sprite-Lit 2D lighting and normal maps.
Use URP when you can. Pixelate’s demo content is built for URP, and URP supports 2D lighting with normal maps out of the box. Built-in can be used for basic capture workflows. HDRP is not supported.
No. Pixelate is an Editor workflow. Normal image and animation capture do not require Play Mode.
Read the message below Capture or inside the active setup section. Pixelate blocks capture when required setup is missing or unsafe, such as a missing Target, Capture Camera, Animator, or an atlas over the supported size.
Make sure Target and Capture Camera are assigned, the target is visible to the camera, and Camera > Cell Size is above 0.
Pixelate isolates the assigned target while the capture manager is selected so unrelated scene objects do not appear in previews or captures. Deselect the capture manager to restore the scene view.
No. Pixelate creates sliced sprite sheet textures. Use Unity’s Animation window or your preferred sprite-animation workflow to create .anim files from the generated sprites.
Use a 2D Renderer, set Light Render Textures > Render Scale to 1, use a Sprite-Lit material, and turn on Normal Maps on the Light2D component.
They can work, but custom shaders and unusual alpha setups may need adjustment. Pixelate works best with Unity-compatible materials that render cleanly from the capture camera.
Include your Unity version, Pixelate version, render pipeline, a screenshot or video, any console errors, and the steps needed to reproduce the issue.