Search Issue Tracker
Fixed in 2018.2.X
Votes
8
Found in
2017.2.0f3
Issue ID
975623
Regression
No
Separating lines appear between tiles when using different tile on top of an existing tile
How to reproduce:
1. Open attached Unity project "Spritetesting"
2. Load scene "World"
3. See Game mode or enter the Play mode
4. Select "Server and Play" > Create a character > Select that character to play
5. Walk back and forth at the dark patch of grass at the bottom right corner of the map
Expected result: There is no visible separation between tiles.
Actual result: There are visible lines between some near by tiles.
Reproducible with: 2018.1.0a7, 2017.3.0f1, 2017.2.0p4.
Note: Not testing with older versions. Tilemap introduced in 2017.2.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Fixing Message Loss in UMPE During Domain Reload
- The Editor freezes when ScheduleReadOnly of IJobParallelForTransform with dependency is used
- Text is truncated in the Inspector when the display scale is set to 150%
- CancellationTokenSource(<timeout>) has incorrect cancellation status when used in WebGL Player
- VFX property value names are cut off when properties with 'Arc' are viewed in the VFX Blackboard
Sir_Pep
Jan 16, 2019 17:44
I am still having this Issue in Unity 2018.2.17!!
aaronshappell
Dec 18, 2017 21:08
Currently Unity grabs slices from the edge of the sprite to fill in (the pixels right next to it in the sprite sheet) resulting in gaps. Wouldn't the fix to be instead of taking a slice next to the edge to fill in to make a copy of the edge pixels and use that? It would basically be automatically doing what is in this video: https://www.youtube.com/watch?v=QW53YIjhQsA