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Image mode captures one frame of your scene — no animation clip required. It’s the simplest capture type in Pixelate and the right choice whenever you need a single, static sprite: a UI icon, a prop, a character in a fixed pose, or any asset that doesn’t move. Pixelate renders the frame through your configured capture camera, applies pixelation, and writes the result to disk as a PNG. If you enable normal map generation, a second PNG is saved alongside it. After export, the AutoSpriteSlicer runs automatically to configure the texture as a proper Sprite asset in your project.

When to use Image mode

  • Static environment props (crates, barrels, furniture)
  • UI elements and icons
  • Single-pose characters or portrait avatars
  • Any asset that doesn’t require frame-by-frame animation

Setting up Image mode

1

Open the PixelateCaptureManager inspector

Select the PixelateCaptureManager GameObject in your scene. The Pixelate inspector opens in the Editor.
2

Select Image in the toolbar

At the top of the inspector, click the Image button in the capture-type toolbar. This sets CaptureType to Image (CaptureType.image = 0).
3

Assign a target

Set the Target field to the GameObject you want to capture. This is the object that will appear in the rendered sprite.
4

Configure your settings

Adjust Cell Size, Pivot, and the remaining settings described below to match your project’s requirements.
5

Click Capture

Press the Capture button. Pixelate calls CaptureFrame(), renders the scene to a Texture2D, and passes the result to SaveCapture. The output PNG is written to your configured export location.
You do not need to assign an AnimationClip for Image mode. Only the Target field is required before capturing.

Settings

Target
GameObject
required
The GameObject to render. Position and orient it in your scene before capturing.
Capture Camera
Camera
required
The camera used to render the frame. Adjust its position, orthographic size, and culling mask to frame your target correctly.
Cell Size
Vector2Int
required
The pixel dimensions of the output sprite (width × height). Choose a size that matches your game’s pixel-art resolution — for example, 64x64 or 128x128.
Pivot
Vector2
The sprite pivot point as a normalized coordinate, where (0.5, 0.5) is the center and (0.5, 0) is the bottom-center. This value is applied by AutoSpriteSlicer when configuring the sprite asset.
Create Normal Map
boolean
default:"true"
When enabled, Pixelate renders a second pass to produce a normal map PNG. The normal map shares the same filename as the diffuse sprite with _NormalMap appended.
Pixelated
boolean
default:"true"
Applies pixelation filtering to the render. Disable this if you want a smooth, non-pixelated output.
Export Location
string
required
The folder path (relative to your project’s Assets directory) where the output PNG files are saved.

Output

A successful Image capture produces the following files in your export location:
FileCondition
{TargetName}.pngAlways
{TargetName}_NormalMap.pngOnly when Create Normal Map is enabled
After the files are written, AutoSpriteSlicer runs automatically. It imports the texture, sets its type to Sprite, and applies your configured pivot — so the asset is ready to use in your scene or UI without any manual import settings.
If you plan to use the sprite with a normal-map-aware shader for real-time lighting, enable Create Normal Map before capturing. Re-capturing later to add the normal map is straightforward, but doing it in one pass saves time.