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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.

A capture manager has local profile settings for palette and normal-map output by default. Save those settings as a PixelateProfile asset when you want to reuse the same look across multiple capture managers. A capture manager also stores scene-specific setup, such as Target, Capture Camera, Cell Size, Pixelated, Source Clips, Preview Frame, Pivot, and Output location.

Save or assign a profile

1

Select the capture manager

Select the GameObject with PixelateCaptureManager.
2

Find the Pixelate Profile card

The profile card appears below Output and Preview after the basic setup is available.
3

Save or assign a profile

Click Save to turn the local settings into a reusable asset, or drag an existing PixelateProfile into the profile field.
4

Edit look settings

Use Color Palette and Normal Map to change the local or assigned profile.

What profiles control

SectionControls
Color PaletteAuto palette, custom palette, fixed palette detail presets, and custom color count.
Normal MapNormal-map output, lighting steps, and material pipeline.

What stays local

These settings stay on each PixelateCaptureManager:
  • Target
  • Capture Camera, Cell Size, and Pixelated
  • Animation Source Clips
  • Frames Per Second
  • Preview Frame
  • Pivot
  • Pixels Per Unit
  • Output Location
  • Override Captures
Preview Draw Mode and the preview loop toggle are editor preferences, so they follow your Unity Editor rather than a saved profile.
Use one saved profile for a character set when every animation should share the same palette and normal-map settings. Use Unlink to copy an assigned profile’s current values back into the manager’s local profile.