Pixel Art for Unity: Import Settings That Stay Crisp
How to make and import pixel art into Unity without blur, including the exact texture import settings, pixels per unit, the Pixel Perfect Camera, and exporting sprites from SpriteGen.
Pixel art that looks perfect in your editor often turns blurry the moment it lands in Unity. The art is fine; the import settings are the problem. This guide covers the settings that keep every pixel sharp, plus how to get sprites out of SpriteGen and into Unity cleanly.
Make the art at a true size
Start with a real, fixed-size sprite. If you want a 32x32 character, draw it at exactly 32 by 32 so each cell is one pixel. In SpriteGen the grid is fixed, so the PNG you export is exact pixel art with no anti-aliasing to fight later. See the pixel art sizes guide for choosing a resolution.
The Unity texture import settings that matter
Select the imported sprite in the Project window and set these in the Inspector:
- Texture Type: Sprite (2D and UI).
- Filter Mode: Point (no filter). This is the single most important setting. Bilinear or Trilinear will blur your pixels.
- Compression: None. Compression introduces color artifacts that wreck a clean palette.
- Pixels Per Unit: set it to your sprite's natural size (for example 16 or 32) so world scale is predictable.
- Mip Maps: off for 2D sprites.
- Sprite Mode: Single for one sprite, or Multiple plus the Sprite Editor for a spritesheet.
Apply, and the sprite will render crisp at 1x.
Keep it sharp on screen with Pixel Perfect Camera
Even with Point filtering, scaling can still wobble if the camera does not align pixels to the screen. Add the Pixel Perfect Camera component (from the 2D package) to your main camera, set the reference resolution and the assets' pixels per unit, and it snaps rendering to a clean pixel grid. This prevents shimmering and uneven pixels when the camera moves.
Spritesheets and animation
For animation, export a spritesheet (a grid of frames in one image), import it as Sprite Mode: Multiple, slice it in the Sprite Editor by cell size, and build an Animation Clip from the frames. SpriteGen can pack frames into a spritesheet for you, so the slicing lines up. For the basics, see how to make a spritesheet and how to animate pixel art.
Exporting from SpriteGen to Unity
SpriteGen exports PNG, animated GIF, spritesheets, and engine-ready formats including a Unity option, so the sprite drops into your project with the metadata it expects. Whatever you export, remember the golden rule on the Unity side: Point filter, no compression.

Quick checklist
- Art drawn at a true, fixed size.
- Filter Mode: Point.
- Compression: None.
- Pixels Per Unit matches your sprite size.
- Pixel Perfect Camera for clean on-screen scaling.
Make a sprite that is Unity-ready from the first export: open the editor and draw or generate one at your target size.
Make it in SpriteGen, truly free
Hand-draw on a real grid or generate sprites with AI. No sign-up needed, and the editor and PNG export are free, with 10 AI credits a month.