[Code to Reality Studios] Voxel UV Issues! Need Help!

Hello. My name is Andrew and I am the Founder of Code to Reality Studios (c). We are currently working on a 2D open-world survival game such as Terraria or Starbound.

What I need help on:
When I generate the chunks for my world and load up the collisions and UV maps, the UVs seem to go over their Uv ‘tile’ boundaries in the Texture. Here is what it looks like:

Here is the Texture’s properties:

To generate the UVs I have, in a script called Tile.cs, a function called UV.

public struct UV { public int x; public int y; }

    const float tileSize = 0.25f; //How much space we take out of the tilesheet for our sprite

public virtual UV TexturePosition(Solidity solidity)
    {
        UV uv = new UV();
        uv.x = 0;
        uv.y = 0;

        return uv;
    }

And in the, lets say TileGrass.cs, we override the UV mapping for every tile to have their own part of the tilesheet.

//TileGrass.cs

public override UV TexturePosition(Solidity solidity)
    {
        UV tile = new UV();

        tile.x = 3;
        tile.y = 0;

        return tile;
    }

Why are the single tile’s textures showing part of their surrounding textures in the tilesheet? If anyone can help, it would be most appreciated.
Thank you!

The sprites are overlapping I believe.

They are not and they are not sprites. They are a part of multiple chunks generated by scripts.