Setup
1
Leave Animation off
In the
PixelateCaptureManager inspector, keep the Animation section unchecked.2
Assign target and capture camera
Set Target to the GameObject you want to render. In Camera, set Capture Camera to the camera framing the object. When the capture manager is selected, Pixelate isolates the target and its children so other scene objects do not appear in previews or captures.
3
Review profile settings
Use the local profile settings for palette and normal-map output, or save/assign a
PixelateProfile if you want to reuse the same look elsewhere.4
Check preview
Use Preview to confirm the object fits inside the cell. Adjust the camera or Camera > Cell Size if needed.
5
Choose export location
In Output, pick a folder under
Assets/.6
Click capture
Pixelate writes the image and imports it as a sprite.
Output
For a target namedCrate, Pixelate creates:
The folder name comes from the target GameObject name. Pixelate creates the folder inside your selected export location.
Useful settings
Width and height of the captured sprite cell.
Pivot assigned to the imported sprite.
Sprite import scale assigned to exported diffuse and normal-map textures.
Enables auto palette generation, custom palette snapping, or full-color output.
Enables matching normal-map output for lit sprites.
Next: Export and slicing
Learn where Pixelate writes files, how generated sprites are sliced, and how normal maps are linked.