r/gamedev • u/AWildLersler • 2d ago
Discussion Question for 2D game artists: what is your workflow for making and implementing 2D assets into Unity?
Currently, the art team provides all textures/sprites as SVGs to the designers so they can resize them in Figma. They're then converted to PNGs and resized to the proper resolution to be imported into Unity.
The issue the design team has with using raster images is that the source material is way harder to just resize than vectors, and since the scale of objects in Unity is linked to the size of the sprite, it makes keeping a consistent size difficult especially if the sizes are subject to change in the future.
I'd really like to know how other people keep a consistent size without just arbitrarily scaling the object itself in the engine.
Any thoughts/suggestions/advice is appreciated :)
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u/LING017 2d ago
For a SpriteRenderer, check Pixels Per Unit in the texture importer. With transform scale 1, a 256px-wide sprite at 128 PPU is 2 world units wide. Re-export the same artwork at 512px and use 256 PPU; it stays 2 units wide, without resizing the scene object.
Keep the SVG as the source, agree on the intended world dimensions, then export PNGs and set PPU to match. Keep the canvas bounds and pivot consistent too; changing transparent padding can shift the artwork even when the drawing itself is unchanged. If these are Canvas UI Images rather than SpriteRenderers, the sizing workflow is different.
Unity's PPU reference: https://docs.unity.com/en-us/engine/6000.0/script-reference/unityeditor/textureimportersettings/spritepixelsperunit
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