NOTE: If you get a 'No Cameras Rendering' message appearing, you can disable this under the 3 dots menu in the top right of the game window, the option is called 'Warn if No Cameras Rendering'
Just finished binge watching all your vids (to this point). Not only easy to understand, but also concise and well edited. I might not use any of what I just learned, but I know I won't regret knowing it. Also looking forward to more about your game, just by having a similar coloring system to the almost perfect used in TheSims3 Is a huge plus for anyone that played it before.
I usually avoid video tutorials because they are often lengthy and filled with unnecessary details and self-promotion. But your videos are perfect! They are short, straight to the point, and convey only the necessary information in an extremely easy-to-understand manner. Have my like and subscription!
It's because when you render to the render texture, the camera is no longer rendering to the screen directly. You can disable this warning under the 3 dots menu in the top right of the game window
But wouldn't this only work if the players are running the game at a 16:9 aspect ratio? Testing it at different ratios in the editor definitively squashes/stretches it. Is there a way to enforce the game runs at 16:9? All the tutorials I can find for the retro psx style in unity use a render texture method. Can unity not simply just render at a certain resolution, and then scale that to whatever the player's screen is?
If anyone gets this issue & reads this comment, you need to install universal render pipeline in your project. I followed the video: "How to Turn on Universal Render Pipeline in Unity" by DA LAB. After installing the options popped up.
better UI scaling, especially if you want to run it at 4K or ultrawide 1440p. It might require some more tweaking actually to make it look good at higher resolution monitors
In addition to what Chris said, in my experience when rendering in a low resolution you don't have any control over whether some kind of filtering will be used, with this method you can force it to render without filtering to get the nice pixel look
I did exactly this and it worked; however I am still getting mixels despite applying a 16:9 aspect ratio to a 16:9 view. There is also now a huge canvas in my 3D editor that I cannot move
Why not go with higher base texture on models instead? Wouldn't it give you higher control over the look if you're going to use low Render Texture anyways?
You definitely can do this and some games do go in this direction aesthetically - the reason I also limit the model texture resolution is to emulate the PS1 restrictions. But of course, you're not beholden to those restrictions if you don't want to be
hi, you can create a second camera, disable it's camera component, and in your scripts, use that secondary camera to send raycasts. This solved the problem for me. Shaders are also another option but the ones I have tried had bad performance and lighting.
So, i'm doing in a kind different way. Instead of creating a Texture for the Main Camera, i simply created a resolution of 320 x 240 (something like that). And it seens to work, but i don't know if in game that would still look like a ps1, even in fullscreen. So, is your method better than the one that i did? or is it the same thing actually?
This is actually a bit bad, you add one frame delay on everything on top of having a UI image all the time, better you use URP and lower your resolution from the settings with a locked resolutiol
when i did this the first time it worked but then my unity crasht so did the same stepps and now it doesnt work anymore gets all smeared and blurry on screen. did i miss something that need to be setup?
There isn't an easy way that I know of, but you would be able to programmatically change the size of the render texture and the raw image to be correct when the resolution is changed. You would have to calculate the correct size for the render texture based on the resolution
@@txcslm у меня как раз 2D) а функция Low Resolution Aspect Ratios не доступна для выключения) в режиме сцены всё гладко и красиво а в режиме теста игры всё в пикселях)
NOTE: If you get a 'No Cameras Rendering' message appearing, you can disable this under the 3 dots menu in the top right of the game window, the option is called 'Warn if No Cameras Rendering'
Thanks SO much for including this man. Great video too
thx
extremely underrated channel. loving the short-format, concise tutorials :D
Thank you!
im rly too lazy to learn but these video rly helps:D
Just finished binge watching all your vids (to this point).
Not only easy to understand, but also concise and well edited.
I might not use any of what I just learned, but I know I won't regret knowing it.
Also looking forward to more about your game, just by having a similar coloring system to the almost perfect used in TheSims3 Is a huge plus for anyone that played it before.
This could not be coming out at a better time for me! Thanks for sharing your experience!
Glad to help!
This is so cool. Awesome tip
I usually avoid video tutorials because they are often lengthy and filled with unnecessary details and self-promotion.
But your videos are perfect! They are short, straight to the point, and convey only the necessary information in an extremely easy-to-understand manner.
Have my like and subscription!
at 0:41, i don't have that option of UI -> Raw Image. I just have UI Toolkit.... wheres that UI option?
in game, i get a message that says "Display 1 no cameras rendering" any idea why that might be? anyways, thank you very much for the video!
It's because when you render to the render texture, the camera is no longer rendering to the screen directly. You can disable this warning under the 3 dots menu in the top right of the game window
@@hackticdev thank you very much! it worked, can't wait for more videos :)
But wouldn't this only work if the players are running the game at a 16:9 aspect ratio? Testing it at different ratios in the editor definitively squashes/stretches it. Is there a way to enforce the game runs at 16:9? All the tutorials I can find for the retro psx style in unity use a render texture method. Can unity not simply just render at a certain resolution, and then scale that to whatever the player's screen is?
Yes, you need to change the size of the render texture and recalculate the resolution whenever the user changes their screen resolution
There area no output options on my main camera.
same
If anyone gets this issue & reads this comment, you need to install universal render pipeline in your project. I followed the video: "How to Turn on Universal Render Pipeline in Unity" by DA LAB. After installing the options popped up.
What's the benefit of this compared to just forcing a lower game resolution?
better UI scaling, especially if you want to run it at 4K or ultrawide 1440p. It might require some more tweaking actually to make it look good at higher resolution monitors
In addition to what Chris said, in my experience when rendering in a low resolution you don't have any control over whether some kind of filtering will be used, with this method you can force it to render without filtering to get the nice pixel look
I did exactly this and it worked; however I am still getting mixels despite applying a 16:9 aspect ratio to a 16:9 view. There is also now a huge canvas in my 3D editor that I cannot move
Does this also give performance or is it rendering the game and just putting the pixel shader on top?
If you're using URP, you can simply just reduce the "Render Scale" slider in the Render Pipeline Asset.
how exactly?
Search your assets for "PC_RPAsset" open the "Quality" tab, and lower the render scale. @@Glade2426
Thank you man!
For me, my assets keep copying onto the screen in game and I'm wondering why it's doing that and how to fix it.
me too, have you fixed it now?
this question might be stupid, but i see the render texure on the map will that cahnge any thing or is it okay?
Why not go with higher base texture on models instead? Wouldn't it give you higher control over the look if you're going to use low Render Texture anyways?
You definitely can do this and some games do go in this direction aesthetically - the reason I also limit the model texture resolution is to emulate the PS1 restrictions. But of course, you're not beholden to those restrictions if you don't want to be
This ruins raycasting, is there a fix for that please?
Use shaders 🙏
hi, you can create a second camera, disable it's camera component, and in your scripts, use that secondary camera to send raycasts. This solved the problem for me. Shaders are also another option but the ones I have tried had bad performance and lighting.
So, i'm doing in a kind different way. Instead of creating a Texture for the Main Camera, i simply created a resolution of 320 x 240 (something like that). And it seens to work, but i don't know if in game that would still look like a ps1, even in fullscreen. So, is your method better than the one that i did? or is it the same thing actually?
The method you described will only work in the Unity Editor, not in the exported binary
This is actually a bit bad, you add one frame delay on everything on top of having a UI image all the time, better you use URP and lower your resolution from the settings with a locked resolutiol
womp womp
is there atutorial for this I am quite new to unity. also is there a way to hide this UI image when you are making the environment etc?
How can I achieve this in blender ?
when i did this the first time it worked but then my unity crasht so did the same stepps and now it doesnt work anymore gets all smeared and blurry on screen.
did i miss something that need to be setup?
Please come to our discord server and share screenshots of your issue, we might be able to help you there
I would really appreciate it if you could make a similar tutorial for unreal engine🙏
when i do it, postprocessing dosent work? (urp) can someone help?
nice vid, i have a question: how you can make also ui pixelated?
Nice of you to show how to do it, would there be a way to make it automatically change based on the screen resolution?
There isn't an easy way that I know of, but you would be able to programmatically change the size of the render texture and the raw image to be correct when the resolution is changed. You would have to calculate the correct size for the render texture based on the resolution
Doesn't the render texture method prevent raycasts from happening?
It shouldn't so long as the layer that the render texture is in is ignored by the raycast.
@@hackticdev oh yeah that 'Raycast Target' check box. I remember seeing that
yea but now OnMouseEnter event not working
Waiting for the second PS1 style model video!
You won't have to wait long ;)
would it work for unity XR/ oculus vr
this kills directional lights
Привет, я из России. Я даже представить не мог, что сделать такой красивый эффект будет так просто!
А ты случайно не знаешь как наоборот сделать? Из пикселей сделать плавность и красивую графику?
@@Raider_YT01 не использовать такие текстуры, разве что. )
Если у тебя 3д мир, то он по-умолчанию будет более гладким.
@@txcslm у меня как раз 2D) а функция Low Resolution Aspect Ratios не доступна для выключения) в режиме сцены всё гладко и красиво а в режиме теста игры всё в пикселях)
you should make a tutorial on how to make a short ps1 style horror game
noice
Not useful
noice