Unity Engine makes the sprite resolution terrible [closed] - c#

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I'm new in gamedev and now trying my best in creating my first game. The problem is that i cannot understand why unity makes my sprites' resolution terrible. I've created a sprite which looks nice but once I try to start it in unity remote it hurts my eyes. I'll attach screenshots. I've read a lot about that problem but haven't found the solution yet.
How it looks like in unity
How I made it in AI

Press on the sprite in Unity and change the compression to NONE, if it's still a bit blurry try to change the filter or the wrap mode. Make sure that your sprite is in Texture type: Sprite 2d and UI

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I'm absolutely new game developer. I created an idea when two objects are connected by laser (which can kills enemies). I'm going to make 2d game. I already downloaded Unity and C#.
Oohh, second question ==> what I need for move the game into Android?
Of course I can study this alone, but i want know this now😁)) Thanks
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Inside Unity Editor my project looks fine but when I play and I use unity remote on my tablet/phone it looks horrible anybody knows why?
This is the Unity Editor Screen
enter image description here
Of course it will look horrible if you are using Unity Remote. It's downsizing image projected to your phone, otherwise bandth of USB cable will not be enough.
I recommend to build app and install apk to test your app. There are too many problems that you just can't catch using Unity Remote. Like Input Controls. I always had problems with touches even tho in editor and Remote all worked just fine.

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I'm new with C# programming, I always used Java. I'm trying to make a very simple version of a jumper (such as Doodle Jump) on Visual Studio and I created a WPF project. I need to know the best and the most common way to repaint the object on a canvas (like the player and the platforms, that are all rectangles), so that the objects keep to be updated (for example when I move the player etc.). Thanks in advance.
I suggest you take a look at transformations. One of the wonderful things about WPF is that you usually don't have to worry about the animation clock or repainting the screen when things change. To move something around the screen, like a rectangle, all you have to do is attach a transformation to it, then update the properties of the transformation. WPF's background rendering thread will automatically take care of the screen update. That article should get you started. Also check out Storyboards to do more elaborate animations.

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All I want is to play a 2D animation when I click. The problem Is that I have no idea how the animator controller works.
After going to googles third page, I found a question with an answer which had animator.Play("anim"); and that finally worked. Of course I had to make the animation controller, but I didn't have to make any transitioning stuff. All i could see before is some complicated Animator Controller transitioning and too old code like animation.Play. Oh and I found that on freaking quora.com .

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I was thinking about building a tower defence game and was trying to find the best way
to find the shortest path to the other side.
How can i do this?
I know I need to re evaluate the path on every move due to people adding more towers.
I am thinking I need to use visualtreehelper to find what is in the way.
This might be better asked at https://gamedev.stackexchange.com/
You don't need to re-calculate the path all the time, only when a tower is created or destroyed.
The A* algorithm would be commonly used, there are many samples around. Making your game tile-based would simplify its use, as each tile would be a node, and it's trivial to work out the connections (i.e. up/down/left/right, providing the node isn't blocked).

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