Capture is blocked
Check these items:- Target is assigned.
- Capture Camera is assigned.
- Animation targets have an
Animatorwhen 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
Animatorcomponent 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.
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
- URP
- Built-in
- 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
Light2Dcomponent. - Open
Assets/Pixelate/DEMO/Scenes/Visualize.unityor inspectAssets/Pixelate/DEMO/URPfor a working setup.
If lighting flips when the character turns around, avoid negative X scale.