I was excited to upgrade Super Slam Dunk Touchdown to Unity 5 for the profiling tool and the new audio mixer. The profiler seemed to work, though nothing jumped out at me as a performance problem. I couldn’t figure out how to link the audio mixer with newly created game objects. But the show-stopper is this issue:
I noticed something strange occasionally on my players, and it was difficult to reproduce. It seemed to change when the camera moved, depending on the window size and what frame of animation was playing. Finally I got it paused and removed the uniform color layer from the sprite.
This is the base layer, and the default colored uniform is in place. Why are we seeing pixels bleed through the uniform layer?
This is the heart of the issue. When sprites are scaled in Unity 5, even if they are positioned in the exact same place, and are the exact same size as my sprite layers are, they scale differently. Notice the highlighted square pixel on the left and the fatter pixel on the right of his hat. Now take a look at the base layer more carefully:
The left pixel is the fat one. Since there’s apparently nothing I can do about this, I’ll have to stick with the older version of Unity until this gets fixed. Here’s the same frame from Unity 4.6 with no such issues:
To fix this issue, configure your sprites as you normally would then change the texture type to Advanced. Search through the options and look for “Mesh Type” and change it from “Tight” to “Full Rect” and you’ll be back to pre-Unity 5 sprite scaling.