Quick Start

beginner quick start

Color Studio 10 · Quick Start

Overview

This guide gets you up and running with Color Studio in under 5 minutes. You will open both main tools, create a palette, and paint your first sprite.

Step 1 — Open the Tools

Color Studio includes two main editor windows, both accessible from the Unity top menu:

  • Window > Color Studio > Palette Manager — for creating and managing color palettes.
  • Window > Color Studio > Pixel Painter — for creating and editing pixel art sprites.
Recommended layout: Dock the Palette Manager on the right side of the screen and the Pixel Painter alongside the Scene/Game view. This lets you pick palette colors while painting.

Step 2 — Create a Color Palette

  1. In the Palette Manager, select a color harmony preset from the top buttons (e.g., Triadic, Complementary).
  2. Click and drag the dots on the color wheel to choose your base hues.
  3. Adjust Shades count, Saturation, and Brightness sliders to refine the palette.
  4. Switch to the Palette Import/Export tab (2nd tab) and click Save As to store the palette as a ScriptableObject in your project.

Step 3 — Paint a Sprite

  1. In the Pixel Painter, click a quick-size button (e.g., 16 for a 16x16 canvas).
  2. Select the Pen tool from the left toolbar.
  3. Pick a color from the Palette Manager (or from the Pixel Painter color picker).
  4. Left-click on the canvas to paint. Right-click to pick a color from the canvas.
  5. Click the Disk icon in the top toolbar to save your sprite.
Prerequisite: Pixel Painter requires the Unity 2D Sprite package. If not installed, Pixel Painter will display a warning. Install it from Window > Package Manager.

Step 4 — Recolor a Game Object (Optional)

  1. Select any sprite or game object in the scene.
  2. In the Inspector, click Add Component and search for Recolor.
  3. Assign a Palette (the ScriptableObject you saved in Step 2).
  4. The object's colors will be remapped to the nearest palette colors.
  5. Enable Optimization for better runtime performance (generates an internal LUT).

Next Steps

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