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Start with the messages below Capture and inside the active setup section in the Pixelate inspector. They show the next setup problem Pixelate needs you to fix.

Capture is blocked

Check these items:
  • Target is assigned.
  • Capture Camera is assigned.
  • Animation targets have an Animator when Source Clips are assigned.
  • The atlas size is at or below 4096 x 4096.

Preview is empty

1

Check required fields

Assign Target and Capture Camera.
2

Check camera framing

Select the capture camera and confirm the target is visible.
3

Check cell size

In Camera, make sure Cell Size values are above 0.

Animation capture fails

  • Add an Animator component to the target.
  • Make sure Source Clips are assigned.
  • Lower Frames Per Second if the atlas is too large.
  • Reduce Cell Size for long clips.
  • Use Source Clip Speed to sample a clip faster or slower.

Output is overwritten

Open Output:
  • Keep Override Captures enabled to replace matching output files.
  • Disable Override Captures to create unique file names.

Sprite slices are wrong

Check Camera and Output:
  • Cell Size must match the frame size you want.
  • Output > Pivot controls the imported sprite pivot.
  • Animation atlases are sliced from top-left to bottom-right.
If needed, open Unity’s Sprite Editor and inspect the generated slices.

Custom palette is ignored

If a custom palette is missing or imported with incompatible settings, Pixelate captures without palette limiting. Use these import settings when you want custom palette snapping:

Normal-map lighting looks flat

  • Set profile Normal Map > Material Pipeline to URP.
  • Use a URP asset with a 2D Renderer.
  • Set the 2D Renderer asset’s Light Render Textures > Render Scale to 1.
  • Use Universal Render Pipeline/2D/Sprite-Lit-Default.
  • Turn on Normal Maps on the Light2D component.
  • Open Assets/Pixelate/DEMO/Scenes/Visualize.unity or inspect Assets/Pixelate/DEMO/URP for a working setup.
If lighting flips when the character turns around, avoid negative X scale.