Unity imports every PNG with smoothing and compression on, which works for photos and blurs pixel art. These are the settings that keep sprites sharp, plus slicing sheets, picking pixels per unit and packing atlases.
Importer
Sprite type, point filter, compression
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Slice sheet
Grid by cell size and naming
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PPU (advanced)
Match tiles or character height
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Drag the PNG into the Project window. Click it to open its import settings in the Inspector. Once it's set up, drag it into the Scene or Hierarchy to get a GameObject with a Sprite Renderer.

Get our pre-configured Unity import settings for pixel art. Just drag the .preset file into your Unity project and apply it to your sprites.
Unity 6000.2
Set Sprite Mode = Multiple and click Apply, then open the Sprite Editor. Under Slice, pick Grid By Cell Size, enter your frame size (16×16, 32×32 and so on), click Slice and then Apply. Each frame becomes its own sprite under the texture. Select a row of frames and drag them into the Scene to make an animation clip from them.
Match tiles or character height to world units.
16px tile → PPU 16. 32px tile → 32. 48px character → 48 ≈ 1u tall.
Point filtering keeps each sprite sharp, but a camera between pixels still makes things shimmer when they move, and gaps can show up between tiles. The Pixel Perfect Camera snaps everything to whole pixels.
More on camera and quality settings in Unity pixel art import settings for crisp sprites.
Importer cog → Save as Preset. Name it PixelArt_Import. Apply to new textures.


Unity imports textures with Bilinear filtering and Normal Quality compression, which is fine for photos and smears pixel art. Select the sprite, set Filter Mode to Point (no filter) and Compression to None, then click Apply. The import preset on this page sets both for you.
Drag the PNG into the Project window. Select it and check that Texture Type is Sprite (2D and UI), which is already the default in a 2D project, then click Apply. Drag the sprite into the Scene or Hierarchy to get a GameObject with a Sprite Renderer.
Import the PNG, set Sprite Mode to Multiple and open the Sprite Editor. Choose Slice ▸ Grid By Cell Size, enter your frame size like 32x32, then Slice and Apply. Every frame shows up as its own sprite under the texture, ready to drag into an animation.
Use your tile size. With 16x16 tiles, a PPU of 16 makes one tile exactly one Unity unit, which lines up with the default Tilemap grid. Keep the same PPU on every sprite in the game so characters and tiles stay in scale.
The camera is landing between pixels and the GPU samples a sliver of the neighboring tile. Use Point filtering, pack the tiles into a Sprite Atlas with a few pixels of padding, and add a Pixel Perfect Camera so the camera snaps to whole pixels.
SpriteCook exports characters as a .unitypackage with the animation clips built, and tilesets with Rule Tiles already set up.