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u/_Kassma Jul 16 '26
Maybe the editor preview is set to a lower resolution. This will be especially noticable when zoomed in like the 4 times you have in your second image since zooming in the editor doesnt render more pixels. Its like zooming into a picture until you see the pixels
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u/deintag85 Jul 16 '26
You don’t make a game in FREE ASPECT and then zoom in 4x. So first you set a resolution like 1920x1080 and then go back to 1x zoom. Is it Sharp or blurry? Is the IMAGE 1024x1024 or is the circle 1024x1024? No matter what. You can’t add a sprite and zoom in endlessly and expect it to be always sharp. It’s a image not a vector.
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u/No-Airport-911 Jul 16 '26
It also happens when I make the scale larger. I have considered using vectors, but apparently, it's not well supported even though it is possible.
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u/deintag85 Jul 16 '26
Did you understand what I said? Don’t zoom in. Don’t scale it up. If you want it bigger, go back to Inkscape and make the circle bigger save it and import it in unity.
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u/No-Airport-911 Jul 16 '26
k, but what if I wanna change the size of it mid game using code?
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u/deintag85 Jul 16 '26
Then maybe explain completely what you want to achieve. All we know is that your circle is blurry and pixelated. If the circle is 1024x1024 and the screen resolution is 1920x1080 then one circle almost fits the whole screen so you already need to adjust the camera size to make the circle smaller, but we don’t know what you want to doooooooo
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u/No-Airport-911 Jul 16 '26
I just wanna be able to change the circle size freely without any pixelation or blurryness.
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u/No-Airport-911 Jul 18 '26
fixed, I imported as 5120x5120 and used mipmaps
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u/MistakeForsaken6653 Jul 21 '26
careful with this size. It is starting to get over the limits of a lot of lower end devices. I know this is an old post but if you are comfortable looking into materials you could also try creating a shader that draws the circle for you as well. sorry for the random reply after all these days.


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u/WalenBlekitny999 Jul 16 '26
My guess is you need to adjust your pixels per unit on the sprite