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Documentation Index

Fetch the complete documentation index at: https://docs.pixelate.tomblack.ca/llms.txt

Use this file to discover all available pages before exploring further.

Use image capture for props, portraits, items, icons, or any object that does not need animation frames.

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 named Crate, Pixelate creates:
FileWhen created
Crate/Crate.pngAlways.
Crate/Crate_N.pngWhen Normal Map is enabled in the profile.
The folder name comes from the target GameObject name. Pixelate creates the folder inside your selected export location.

Useful settings

Camera > Cell Size
Vector2Int
default:"64, 64"
Width and height of the captured sprite cell.
Output > Pivot
Vector2
default:"0.5, 0.5"
Pivot assigned to the imported sprite.
Output > Pixels Per Unit
float
default:"64"
Sprite import scale assigned to exported diffuse and normal-map textures.
Color Palette
section
Enables auto palette generation, custom palette snapping, or full-color output.
Normal Map
section
Enables matching normal-map output for lit sprites.
For clean pixel art, use an orthographic camera and keep Pixelated enabled in Camera.