I’ve been using tiled and tiled2unity to design and import my maps into Unity with no problem, as long as I stick to the default tiled2Unity shader or the sprites>default shader. However, I’ve been trying to implement lighting into the project and thus have to change the shaders to some form of diffuse. When I change the tiled maps shaders from anything other than the two mentioned above, I get these vertical lines between tiles. I took a screenshot of the problem and have linked it to this page. The problem is especially obvious when the camera moves. I tried sprites>diffuse, standard, and mobiles variants, all with the same vertical lines appearing. But when I turn it back to sprites>default or tiled2Unity>default, the problem disappears entirely (as long as I have pixel snap enabled). What is happening? I’ve scoured the internet and haven’t found any solutions.
Me again =)
I’m thinking you are gonna have to get your hands dirty with shader code. If it were me, my process would be:
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Create a simple tilemap with three of the images form the texture set, reproduce the error, fiddle with the actual art assets until the seam went away.
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If that doesn’t work, try to debug the diffuse shader and see if you can find the clamp/gap issue
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Try another sprite shader that supports lighting, like Sprite Shaders for Unity - Spine Forum
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Try to add lighting to the Sprite shader
I have a strong feeling the art might be the problem, but hopefully you won’t have to get to steps #3 and #4. Is tiled2Unity free? If so, are you comfortable with sending me a very simple project with a sample scene using a basic tilemap and some of your art? I’m more of a hands-on debugger. Feel free to PM me.