Texture on Quad model doesn't scale well [partially resolved?]

I’m trying to project some 2d pixel art images onto quads to test a possible art style for a game. However, I’m having issue with how the images appear in runtime. It looks like it’s been downscaled and upscaled, leaving this ugly texture on it. Anything I can do to tix this? Og image is like 34 x 91 pixels.

Honestly the most confusing thing for me is the fact that it appears fine in the editor but looks weird during runtime

Maybe the texture sampler in the material is set to linear instead of nearest?

if it were linear it would be blurry. both min and mag are set on nearest neigbor

My guess is that the UV’s for the quad could a bit off from the texture causing the texel density to give this distorted look.

Idk, i even tried importing an image as a plane in blender and taking it out to defold and it still did the same thing. the other confusing part is the fact that it doesnt show like this at all in the engine. usually if i were to change default min/max filter, it reflects in the editor. whatever is causing this doesn’t reflect at all.

Out of curiosity, why don’t you use sprite in this case? Does quad have any advantage over sprite when its have just flat face (I myself never used quads)?

Ok I think found the issue, it appears that the actual space that I’m working on is literally smaller than like 5 units of diameter. Of course the image is getting shrunken. I guess Defold doesn’t have vector-like scaling for textures during runtime (but does on the editor for some reason). I noticed this cuz I imported the image as a sprite and it was magnitudes larger than the other things. However, even with it being the right size. There’s still weird things going on. I’m gonna stick to using sprites (my brain for some reason reasoned that i wouldnt be able to do that but its possible

yeah i just had that epiphany a couple hours ago lol