1
Create a Pixelate Asset from your model
In the Project window, select one or more models, prefabs or particle prefabs. Then choose Assets > Create > Pixelate > Pixelate Asset (also in the Project window’s right-click Create menu).Pixelate Pro creates one Pixelate Asset per source, next to it, named after the source (
{source name}.asset). Each new asset is ready to preview:- Source is assigned.
- Cell Size and Camera Offset are fitted around the model so the whole thing is in frame.
- Animation clips the model imports are added to Animation.
- A Style Profile is linked. If your project has none of its own yet (the sample profiles don’t count), Pixelate Pro creates
StyleProfile_Defaultwith an automatic color palette and lighting.
2
Look at the Preview
The Preview sits at the bottom of the Inspector. It shows exactly what Export writes. Use the toolbar to pick a clip, press play, switch the camera view, or switch between Lit, Unlit and Normal.
If the preview is not open, drag the Preview bar at the bottom of the Inspector up, or click it.

3
Export
Click Export at the top of the Inspector. A short status message appears under the button when it finishes, for example Every sheet is imported as a Sprite (Multiple), sliced on a fixed grid, with Point filtering and your profile’s Pixels Per Unit.
Exported 4 textures and 2 animation clips.By default the sprites land next to your Pixelate Asset:Drag one of the exported
.anim files onto a GameObject that has a SpriteRenderer, press Play, and the character runs.Next steps
Add directions
Capture 4, 8 or 16 directions for top-down characters.
Tune the look
Change palette, lines, dithering and lighting for every asset that shares the profile.
Game-ready outputs
Animator Controllers, Sprite Libraries and normal maps for 2D lights.
Many assets at once
Validate and export a whole project from the Browser window.