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Documentation Index

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

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

This walkthrough captures a simple static sprite. After this works, use the same setup for animation clips.

Capture a static sprite

1

Create a capture manager

Select Pixelate > Create Capture Manager. Select the new Pixelate Capture Manager GameObject.
2

Assign the target

In Setup, drag the GameObject you want to capture into Target.
3

Assign the camera

In Camera, assign the camera that frames the target. Use an orthographic camera for predictable sprite output.
4

Create a profile

In the Pixelate Profile card, click the create button or assign an existing PixelateProfile.
5

Set the output size

In the profile’s Render section, set Cell Size. Start with 128 x 128.
6

Preview the result

Use the Preview section to check framing. Switch between Lit, Unlit, and Normal when normal maps are enabled.
7

Choose an export folder

In Export Settings, choose a folder under Assets/.
8

Capture

Click Capture. Pixelate saves the PNG, imports it as a sprite, and slices it with your render settings.
A static capture creates {TargetName}.png. If Normal Map is enabled in the profile, it also creates {TargetName}_NormalMap.png.

Capture animation clips

Turn on the Animation section, add one or more Source Clips, set Frames Per Second, then click Capture again. Each clip gets its own atlas.

Image capture

Learn the static image workflow.

Animation capture

Learn Source Clips, FPS, preview frames, and output folders.