![Pixel Textures 2d Pixel Textures 2d](https://docs.unity3d.com/Packages/com.unity.2d.pixel-perfect@3.0/manual/images/2D_Pix_image_7.png)
2d Game Textures
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Create Texture 2d
Now that you are equipped with all of the necessary data, you need to write a method to perform the per-pixel collision test. This method will accept a pair of sprite bounding rectangles and their necessary color data.
- Add a method with the following signature to your code.This method will have two key parts. The coma 2: vicious sisters wiki. First, it will identify the intersecting region of both rectangles. The intersection will be another rectangle or will not exist. Second, the method will iterate over every pixel in the intersection region and test for collision. If a collision is found, the method will terminate immediately with a return value of true. If after walking through each potentially colliding pixel, no collision is found, the method will return false.
- Add the following code to the beginning of the IntersectPixels method.These four variables represent the intersection rectangle of the two input rectangles. If no intersection exists, right minus left or bottom minus top, or both, will be negative. The nested for loops used in the following section automatically account for the non-intersecting bounding rectangles case.
- Append the following code to the end of the IntersectPixels method:
![Pixel textures Pixel textures](https://qph.fs.quoracdn.net/main-qimg-fe27d6a598b9f4fb90c450cdcf5359e6.webp)
Free 2d Textures
The for loops iterate over the overlapping rectangle one pixel at a time in reading order (left to right, top to bottom). For each pixel coordinate in global space, the coordinate is converted into each rectangles local space by subtracting the upper-left corner of the rectangle. The local coordinate is made linear by multiplying the y-coordinate by the texture width. The linear coordinate is then indexed into the color data. Given both colors, an intersection occurs when both are not completely transparent (alpha of 0).
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Recall from tutorial 1 that the default texture processor performs color keying, which converts the magenta background to be zero alpha. |