Why does Unity in 2d mode employ scaling and the default othographic size the way it does?

Posted by Neophyte on Game Development See other posts from Game Development or by Neophyte
Published on 2014-05-20T19:48:36Z Indexed on 2014/05/31 22:06 UTC
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I previously used SFML, XNA, Monogame, etc to create 2d games, where if I display a 100px sprite on the screen, it will take up 100px. If I use 128px tiles to create a background, the first tile will be at (0,0) while the second will be at (129,0).

Unity on the other hand, has its own odd unit system, scaling on all transforms, pixel-to-units, othographic size, etc etc. So my question is two-fold, namely:

  1. Why does Unity have this system by default for 2d? Is it for mobile dev? Is there a big benefit I'm not seeing?
  2. How can I setup my environment, so that if I have a 128x128 sprite in Photoshop, it displays as a 128x128 sprite in Unity when I run my game?

Note that I am targeting desktop exclusively.

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