Stop leaving Unity to draw a 32x32 sprite.
Every placeholder icon, every tileset tweak, every "make that hitbox two pixels smaller" turns into the same round trip. Switch to another app. Edit. Export. Alt-tab back. Wait for the import. Check it in the scene. Repeat.
Pixel Painter removes the round trip. It is a complete pixel art editor that runs as a Unity Editor window, so the sprite you are drawing and the game you are drawing it for finally live in the same place.
A real layer stack. Up to 32 layers per canvas, each with independent opacity, visibility and lock state. Sketch on one, ink on another, keep a reference underneath. Reorder, duplicate and merge down as the piece comes together. The undo history is named, so you always know what you are stepping back through, and it stays inside a memory budget you control.
Seamless tiles you can trust. A live 3x3 tiling preview surrounds the canvas with its own repeats, dimmed so the working tile stays in focus. Strokes wrap around the edges as you make them, which means a texture is seamless while you are drawing it — not after you have built the level and spotted the seam. Mirror axes keep symmetric sprites and characters true.
Selections that do not commit early. Marching-ants selection with a floating clipboard stamp you can move freely and drop only when it sits right. Nothing is written into the layer until you say so, and an active selection masks every paint tool, so you can work inside a region without disturbing the rest of the sprite.
Palettes built for pixel art. DB16, PICO-8, Sweetie 16 and Grayscale are included. Build your own, save it as a project asset, and reuse it across every canvas in the game so the art stays on-model.
Export that respects your pixels. PNG at 1x, 2x, 4x or 8x with nearest-neighbour scaling, so nothing blurs on the way out. Existing PNGs and JPGs come back in as a new canvas or as an extra layer. Finished canvases live in your project as assets you can reopen any time.
Built for Unity 6. Written entirely in UI Toolkit, so it looks and behaves like a native Editor panel: resizable docks, collapsible sections, and a theme that follows your light or dark skin. One Editor-only assembly, no dependencies, and nothing from it ships in your build.