When I try to use the tilemap feature in Unity 2017, I can’t seem to get my tiles to fit seamlessly together in the game view.
It also does this in the scene view, but the game view is the real concern. They even appear in an exported application. As you can see in this screenshot, there’s faint grid-like lines in the game view that match up with the gaps that should be nonexistent between the tiles in my project.
I believe I’ve set the tiles up to have exactly the size settings they should. The original tilesheet’s pixels-per-unit is set to 128, which is the exact size of each tile in pixels. The tile grid cell size is is 1:1. I also tried decreasing the camera size to get a closer look, and the lines remained present but did not grow in size, which I believe is a sign that it’s not a problem with the size or scale of the tiles.
What could be causing these seams and how can I get rid of them?
I continued searching around and this time found the answer!
Solution:
Create a new material, give it the “Sprites/Default” shader, and check the box labeled “Pixel snap”. Assign this new material to the Tilemap Renderer in your scene.
If it’s still not looking quite right, set the game view display to a standard fixed resolution like 1280 x 720. (Following up to this step was sufficient for me.)
If it’s still not looking quite right, go into Edit > Project Settings > Quality and set “Anti-Aliasing” to “Disabled”.
He means the image you use to create the texture. So, you import a spritesheet or an image, you go to that image to change it to Sprite “(2D and UI)”? look down below for the Filter Mode and change that to Point(no filter)