Floor tiles bugging out

Hello everyone!
I am creating a 3d game. I have broken the floor up into separate tiles because in the middle of the room is a staircase that goes downwards. However, the floor tiles keep flashing, distracting the viewer. The tiles do overlap a little because I was trying to make them appear more seamless, but it does not look seamless when I actually play the game. How can I make the tiles look seamless? This is my first time working with 3d floor tiles. Thank you!!

This is a video of the issue: Unity tile flashing - Album on Imgur

This is z-fighting in the overlapping area.

  • It’s less obvious if the materials are flat-colored, not UV textured.
  • It’s less obvious if the mesh models for the tiles have bevels or slopes that clip at an angle instead of being in the same plane.
  • It’s less obvious if the lighting is not at a shallow angle to the plane (not applicable here).
  • It’s less obvious if the near and far clipping planes of the camera are closer together (*see below).

Generally, it’s better to make modular flooring match coordinates exactly, and be sure there aren’t strong color or lighting contrasts behind the flooring which might glint through a one-pixel gap if there’s some tiny round-off error in the rendering pass. If the tiles are meant to be irregular like cobblestones, be sure to model in some sloping or chamfered/beveled edges and give the tiles some depth you can vary.

Your camera has a near distance and far distance for clipping geometry that’s too close or too far. It has a surprising importance in how well everything else is rendered for resolving tiny differences in distance, too. The ratio of far / near distance limits will drive the depth resolution. Having a near plane too close to zero is just as bad as having a far plane that is set out to millions of units away. Move your near plane out to the biggest value that’s not clipping into your scene (often just below the radius of your character’s collider). Move your far plane to be as close as possible that is not clipping into important scenery elements like mountains or cloud objects. If you’re indoors or underground, feel free to bring that far plane even closer. This won’t resolve all possible z-fighting issues, but it can definitely make a difference.