HOw to do a 2d scrolly background

Hi folks
got a question for you guys,
I’m working on a 2d sideways scrolling project, and am having a nightmare with the background textures.
Now I’ve currently ruled out using guitextures coz I originally had problems with them and positioning and scrolling (details escape me now it was some time ago)
so I pieced together a number of planes and (game is in landscape mode) and slapped my 480x 320 textures one on each plane I’ve tried a number of different built in shaders and I just keep getting a thin line at the join, whatever I try.
I’ve also built a 3d model in cheetah of 7 planes snugly next to each other and when rendered in cheetah it looks perfect, and when rendered in unity on the iphone I get the lines.

So, my question is (if its no trade secret) how to do a seemless background for a 2d type scrolly?

if its done by using guitextures then I’m happy to go back to them

Are you using PVRTC for your textures? If so, this can cause artifacts along the edges of your image. The only solution I’ve come up with which reliably removes these kinds of seams is to have a small buffer of extra pixels around the edge of my texture so that I can then crop it slightly by pulling the UV’s of my planes in a few pixels from the edge.

Hi,

ok so do you handle the UV adjustments in the unity materials? using offset tiling values?
I’ve just tried extending out my 480x320 tiles to be 490 x 320 with black filling the extra 5 on each side(only concerned about Left Right sides)
and have set the x offset to be .01 with the tiling to be .98 but I still get a thin line of black.
So I’m guessing I’m not getting it precise enough.
I left the extra as black so I could be sure when I had adjusted the offset correctly.
I’ve literally tried adjusting the two settings in steps of .001 but it hasn’t quite eliminated the problem.

the problem is your texture.

It must be power of two or will be expanded by Unity to meet that. In this case you will start to potentially have problems, especially if you don’t enable clamping.

Best you can do is get your texture up to power of two, in your case to 512x512 or down to 512x256

k,
I can add in the extra blank space around each tile to pad it out to 512x512, they’re all already set to clamp.

unity will do that itself if it is not present.
Question is why you don’t want to use that space if it is filling your VRAM anyway.

ok,
so are you saying I don’t need to bother making my textures 512x512 (it was my understanding that unity would pad them out)
the reason I don’t want to use the extra space was simply for ease of organising the tiles in iphone screen sized chunks and that the whole tile map would be bigger than 1024 x 1024 if I were to consolodate it.

So this is what I’ll try next.
put 4 of my my 480 x 320 tiles into 1 1024 x 1024 texture, put the remaining 3 into another 1024 x 1024 texture.
setup my 7 materials to use those 2 textures and tweak the offset tiling values accordingly.
I figure this should get rid of most of the lines.

persumably if my 1st 480 x 320 tile is sat in my texture at x=50 y=0 my x offset value would be
calculated 1/(1024/50)
with x tiling 1/(1024/480)
y Tiling 1/(1024/320)
or have I got something fundementally wrong on this?

if I have can someone give me an illustration?

Thanks guys for the help
both suggestions contributed to getting the problem sorted. although a tiny 1 pixel height adjustment had to be made all is great now.
thanks