I'm really excited for this as it's really easy to setup and use! Unfortunately I couldn't figure out how to make it quite meet my needs. My current solution is to have one camera render to a low resolution render texture that another camera is looking at. This allows me to rotate the in game camera and objects in the world and everything sticks to the pixel grid.This might be more of a stylistic choice though, some people prefer rotated pixels to maintain straighter lines instead of sticking to the grid. However, this solution does seem to have some artifacts with the floor tiles with the robot scene when rotating the view or tilemap, looks to be caused by the seams of the tiles.I am really tempted to switch over now anyways as this solution improves UI workflow and handles different resolutions better than what I've been using.Non grid aligned "tiny pixels" generated from rotation:Render Texture example:Rotated floor tiles: