Cracking lines in the tilemaps?

Recently I noticed a bug, UNFORTUNATELY I have no idea when this started. As you can see, there are cracks in some of the tilemaps.

Strangely, it seems to happen ONLY in this area of the map, or it’s at least unnoticable anywhere else. I can’t notice any cracks in the map other than here. I didn’t change anything regarding the tilemaps or the grid recently.

I’ve made some changes to the camera, but nothing that should affect the pixel perfect camera…

Not that the camera should even matter, because this issue persists in just the editor itself, but I’ll send screenshots of my camera setup also. – Imgur: The magic of the Internet

I have no idea what could be causing this as it’s annoyingly noticable when you play the game and it flickers in ONLY the tilemap types that you see are flickering in the image, no where else is it flickering. it flickers there as you move the camera or as you walk. I know it can’t be those specific tiles because any tile I use in that spot has the same bug.

Render type for the main camera is base.

And before you point out the pixelperfect camera warning I’ve tried with and without the layering cameras to no avail. Again, not that it’s a camera issue because in the pure editor it has this issue.

Please help.

EDIT: nvm i feel so stupid, i guess at some point i accidentally moved the tilemap the water was on thus messing everywthing up

You might want to consider this your “warning shot” and get your project under proper enterprise source control so you can reason about and accept and reject all changes.

For instance, if you had finished the tileset and committed it, then subsequently saw changes to it, you would know those changes were not intended and could revert them.

Personally I use git (completely outside of Unity) because it is free and there are tons of tutorials out there to help you set it up as well as free places to host your repo (BitBucket, Github, Gitlab, etc.).

You can also push git repositories to other drives: thumb drives, USB drives, network drives, etc., effectively putting a complete copy of the repository there.

As far as configuring Unity to play nice with git, keep this in mind:

I usually make a separate repository for each game, but I have some repositories with a bunch of smaller test games.

Here is how I use git in one of my games, Jetpack Kurt:

Using fine-grained source control as you work to refine your engineering:

It is only simple economics that you must expend as much effort into backing it up as you feel the work is worth in the first place. Digital storage is so unbelievably cheap today that you can buy gigabytes of flash drive storage for about the price of a cup of coffee. It’s simply ridiculous not to back up.

If you plan on joining the software industry, you will be required and expected to know how to use source control.

Source control does require learning, but there are TONS of tutorials and courses and online reference.

You should strive to use source control as confidently as you use your file/folder system.

“Use source control or you will be really sad sooner or later.” - StarManta on the Unity3D forum boards