I have a problem with player animation when using the texture filter nearest option. Some black pixels appear making the animation look messy. Can’t unfortunately upload clip because new users apparently are not allowed to upload anything.
Never happened to me. Can’t you upload a screenshot? I’m fairly new too and I can do it. Just take the screenshot (print screen key) and paste it where you’re writing the answer (ctrl+v)
Like this:
Seems like I can add one screenshot per post. Video would be most usefull here to show the animation but that one screenshot show one frame that is broken.
Hi, ensure that your sprite sheet or texture atlas has some padding around each frame. Adding a 1-pixel border (with the same color as the edge pixels) around each frame can prevent neighboring pixels from bleeding into each other.
Okay, i think your sprite sheet is very good,then try this .Select your sprite sheet in the FileSystem dock.Go to the “Import” tab.Set “Filter” to “Nearest”.Ensure “Mipmaps” is turned off.Set “Repeat” to “Disabled”.Add a “Margin” of 1 or 2 pixels to avoid bleeding.
Are you scaling the image? I mean, the frames in your spritesheet are 100x100? Which already is a weird number. But if you try to scale the image in your game, to let’s say, 64x64 then the scaling will be a bit weird and you’ll get a strange behavior, since not every “nearest pixel” are going to be the one you’d expect.
In general, for pixel art it’s recommended to either use the same resolution as your image or to use multiples. For instance, if your image is 32x32 you might use a scale of 2 so it looks like 64x64. But if you try to scale it to 1.5 (48x48) it might look weird, specially if the filter is “nearest”.
It might also be a problem if you change the zoom of your camera, since you’ll have the same problem (trying to render an image with an awkward ratio).
Check the image scale and the camera zoom and see if there’s a problem there.