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Components

PixelPerfect

Pairs with a Camera to keep every game pixel the same size on screen, so pixel art stays crisp instead of shimmering as the camera moves or zooms.

On this page

Add it

+ Add node → Pixel Perfect Camera creates a node with it already on. Already have a node for it? Add component → PixelPerfectComponent.

From a script

A script on the same node writes these fields by name. PixelPerfectComponent is the name to pass.

rgs
set_number("PixelPerfectComponent", "pixels_per_unit", 1.0);
set_flag("PixelPerfectComponent", "upscale_render_texture", false);
set_flag("PixelPerfectComponent", "crop", false);

Fields

FieldScript nameKindDefaultWhat it does
Assets PPUpixels_per_unitnumber, 1 to 5121Art pixels per world unit. 1 when sprites are sized in pixels, as they are in Rengy.
Reference Widthreference_widthnumber, at least 1320How wide the game is meant to be, in game pixels.
Reference Heightreference_heightnumber, at least 1180How tall the game is meant to be, in game pixels.
Upscale Render Textureupscale_render_texturecheckboxoffRender at the reference size and scale up once; fixes rotated sprites and particles too.
Crop FramecropcheckboxoffLetterbox to the exact reference aspect instead of showing more world.