Wait! Before you close/delete this thread, yes I realize this has been brought up a million times before, but I still can’t get it to work myself.
All of my sprites are in a single Multiple
sprites image. ‘Filter mode’ is set to Point, there is no compression, no Mip Maps, and mesh type is set to Tight
.
I have tried everything, including:
- Playing with AntiAliasing both on and off
- Material Pixel-Snap (which only made things worse
In addition, I have also tried using the Packing Tag option (and yes, I enabled it in the editor settings) and also the Sprite Atlas, both of which did not work. In fact, after ‘packing’ the sprites and look at the Sprite Packer window, there was nothing there.
I eventually got my sprites to display properly. I did all of the things that you did, used the pixel snap material, and used a pixel perfect camera script. I’m away from my computer, so I don’t ha e that for you at the moment, but I got it from Google, so I’m sure you’ll find it too.
What is the pixels to units ratio you’re using when you import sprites? I use 32, which I’m pretty sure is part of the formula used in the pixel perfect camera script. Finally, my sprite sheets are all sized at powers of 2, although it may only be necessary to make the individual frames powers of two. It’s important that you make a build at see how that looks before you determine whether or not it looks right; my sprites always look a little off in the editor (even when playing in “full screen”), but they look good it builds.
Good luck!
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I think I ended up fixing the problem by create a sprite atlas (last time I used it incorrectly), and individually dragging and dropping every sprite object into the atlas. From the 30 seconds gameplay test I did I couldn’t see any more gaps!
I hope that I didn’t just get lucky in 30 seconds and that the issue really is fixed.
The reason I counted on the sprite atlas to fix the problem was because of the padding it provides, up until now I was just hesitant to use it.