This page covers the most common problems you may encounter while using Pixelate, with step-by-step fixes for each. For issues not listed here, join the Discord community or email tomblackbusiness@gmail.com.Documentation Index
Fetch the complete documentation index at: https://docs.tomblack.ca/llms.txt
Use this file to discover all available pages before exploring further.
Capture issues
Nothing happens when I click Capture
Nothing happens when I click Capture
- Target is assigned (drag your model GameObject into the Target field)
- Capture Camera is assigned (drag the orthographic capture camera)
- Export Location is inside the project’s
Assets/folder — the path must contain the project’sdataPath - For Animation mode: at least one Source Clip is assigned and is not null
The capture hangs or Unity becomes unresponsive
The capture hangs or Unity becomes unresponsive
- Lower Frames Per Second (fewer frames to render)
- Reduce Cell Size (smaller render target per frame)
- Split long clips into shorter segments
Atlas size error in the Console
Atlas size error in the Console
Error attempting to capture an animation with a length and resolution that would produce a texture of size: {size} when the computed atlas exceeds 4096×4096.Fix: reduce FPS, cell size, or animation length. The atlas size formula is:
gridCellCount = ceil(sqrt(numFrames)), atlasSize = cellSize × gridCellCount.Color and palette issues
Colors in the sprite sheet look wrong or washed out
Colors in the sprite sheet look wrong or washed out
- sRGB: enabled
- Non-Power of 2: None
- Read/Write: enabled
- Mip Maps: disabled
- Streaming Mipmaps: disabled
- Wrap Mode: Clamp
- Filter Mode: Point (No Filter)
- Compression: None (RGBA 32 bit)
The sprite sheet has too many colors / doesn't look like pixel art
The sprite sheet has too many colors / doesn't look like pixel art
- In Auto Palette mode: reduce Auto Palette Color Count (try 8 or 16)
- In Custom Palette mode: use a smaller palette (fewer pixels in your palette PNG)
- Decrease
filterAbsColorThresholdinPixelateSettingsto make the noise filter stricter - Increase
palletteColorConsolidationThresholdto merge similar colors more aggressively
The palette PNG (Auto Palette) isn't being saved
The palette PNG (Auto Palette) isn't being saved
{ModelName}_Palette.png is only saved when using Auto Palette mode and Animation capture type. It is not saved for Image or Particles modes. Confirm your capture mode and palette setting.Lighting and normal map issues
The sprite is flat / no lighting effect
The sprite is flat / no lighting effect
- Confirm there is a Directional Light in the scene (Built-in) or a Global Light 2D (URP)
- Confirm the material is using a lit shader:
ToonLitSprite(Built-in) orSprite-Lit-Default(URP) - Confirm the normal map texture is assigned in the material’s Normal Map slot
- For URP: confirm your URP asset uses the 2D Renderer (not the Universal or Forward renderer)
Normal map file is not generated after capture
Normal map file is not generated after capture
Lighting is reversed or on the wrong side of the character
Lighting is reversed or on the wrong side of the character
Transform.Scale.x = -1 to flip the character.Fix: rotate on the Y axis instead:Wrong animation's lighting is showing during an animation
Wrong animation's lighting is showing during an animation
Sprite slicing issues
Frames appear mis-aligned or overlapping in the Sprite Editor
Frames appear mis-aligned or overlapping in the Sprite Editor
The texture is imported as a single sprite, not Multiple
The texture is imported as a single sprite, not Multiple
AutoSpriteSlicer sets the sprite import mode automatically after capture. If this didn’t happen:- Select the PNG in the Project window
- In the Inspector, set Sprite Mode to Multiple
- Click Apply
- Open Sprite Editor → Slice → Grid By Cell Size → enter your Cell Size → Apply
Getting more help
If none of the above solves your issue:- Discord: discord.gg/ASkVNuet8K — the fastest way to get help from Tom Black and the community
- Email: tomblackbusiness@gmail.com
- Instagram: @tomblackdesign