Perfectly aligned floor tiles have seams?

Hi all,

I can’t figure this out so would appreciate any help.

I have a selection of floor tiles for my game. There are 4 varieties which all share 1 textue, and are UV Mapped accordingly. I am having trouble because the tiles have visible seams between each one, which shows up as they get further away from the camera. If i tumble the camera, the seams disappear as they get closer to the camera.

  1. I have made sure that my tile UVs are placed on top of my texture in a way that leaves a little padding, so the texture is not right on the edge of the UVs. I have allowed 10 pixels worth of padding, where the texture extends outside the UV borders.

  2. The mesh (which is just a square polygon) is perfectly square (not vertices were moved) and its pivot is centred.

  3. I exported my UV mapped 1 polygon tile from Maya. Maya’s units are in centimetres so I made my tiles 100 centimetres which makes them 1 meter square, the same as 1 unit in Unity.

If anyone can shed any light on why this is happening, i’d appreciate it. I looked on google for answers but it seems a common issue is not leaving any kind of padding.

Please see the attached screenshot.

Thanks

Mat

If it bothers you, perhaps just increase the x (or y?) value, of the sprite, and adjust its x ( or y?) lower left corner pos. essentially. Expand it a bit so the edges are gone as they seem to be part of the sprite.

I haven’t yet used Unity or any game engine but could the problem be with mipmap settings? Maybe border mip maps? Just to help isolate the problem does it resolve when you disable mip maps? Let me know if you figure it out.

Thanks for the suggestions guys. Turning off “Generate mip-maps” solved the issue!

In actual fact, I couldn’t find the option to disable mipmaps since the option was seemingly missing (compared to when I last did that). I googled “disable mimaps in Unity” and found how to do it via a Unity Answers post, where the original poster had the exact same issue as me. Setting the texture type to Advanced brought up the option to disable mipmaps.

Thanks once again.

Mat

Sorry, yeah, I meant uncheck “Generate Mip-Maps”. Glad you isolated the problem but I think not having mip maps is not a great solution because it will cause a reduction in performance. I wonder if it will work properly if you create the mip maps yourself instead of having Unity generate them.

Doing that will isolate whether the problem is with how Unity generates mip maps or uses mip maps. Either way if you can’t get it to work properly be changing mip map settings then it sounds like Unity needs to take a look at this.

Note that turning off mipmaps will cause other problems; they exist for a reason. If you’re using a texture atlas, it’s difficult to remove the problem 100% (it’s not Unity-related, it’s how mipmaps work), but increasing the padding would help. Ideally you wouldn’t use a texture atlas for this.

–Eric

Mat, maybe your padding isn’t enough for how big your texture is since it’s an atlas. Have you tried increasing padding a little more? How big is the atlas texture resolution? Though if it requires much more padding maybe it would be better to just not have an atlas or at least one that big with 4 varieties. Maybe try 2 or 3 varieties on a single texture instead.

Also besides the performance hit from no mip maps it can also produce artifacts and lower texture quality when you get further away so you really need mip maps. That’s what I read on mip maps in general, not concerning Unity specifically. Anyways you need to solve that seams problem another way if possible.