Exporting Sprites & Sheets for Unity
Get your generated pixel art into Unity cleanly — import settings, slicing sprite sheets, and keeping pixels crisp.
Getting AI-generated pixel art into Unity looking crisp takes a few specific import settings. Here's the reliable setup.
Export from Voidless
Export your sprite or sprite sheet as a PNG (with transparency). For sheets, keep a uniform cell grid and note the frame width/height, columns and rows.
Import settings for crisp pixels
In Unity, select the imported texture and set:
- Texture Type: Sprite (2D and UI).
- Sprite Mode: Single for one sprite, Multiple for a sheet.
- Filter Mode: Point (no filter) — this is the big one; it keeps pixels sharp instead of blurry.
- Compression: None — avoids muddy artifacts on small art.
- Pixels Per Unit: match your tile size (e.g. 16 or 32) so world scale is consistent.
Slice a sprite sheet
With Sprite Mode = Multiple, open the Sprite Editor and slice:
- Grid By Cell Size using your frame width/height, or
- Grid By Cell Count using your columns/rows.
Apply, and each frame becomes an individual sprite you can reference.
Set up animations
Select the sliced frames and drag them into the scene to auto-create an Animation Clip + Animator, or build clips manually by frame range. Set the sample rate to match your intended playback speed.
Keep it pixel-perfect
For a crisp look, use Unity's Pixel Perfect Camera (from the 2D package) and keep all art at the same PPU. Snap sprites to the pixel grid to avoid shimmering when the camera moves.
Quick checklist
- Filter Mode = Point ✅
- Compression = None ✅
- PPU consistent across all art ✅
- Sheet sliced with the exact frame size ✅