Tile Palette Load Slices Problem

[edit] Okay, so this was entirely user-error. I didn’t realize textures are imported into Unity with bilinear filtering by default. I simply swapped it to point rendering (so no filter) and fixed everything.

Hello! So, I have a slight problem with loading 8x8px slices into the tile palette. I’m slicing a few 16x16px tiles down into 8x8px tiles via the sprite editor, which properly makes 4 8x8px tiles for each one. The problem is when the slice is put into the tile palette, it makes a new file, and the resulting tile has sub-pixel bleeding(?) from the nearby tiles on the original sheet.

Hard to describe in words, so I’ll give pictures attached. The resulting tiles seem to be shifted ever so slightly right and down, which bleeds the nearby tiles from the original non-sliced image. Again though, the slices themselves are showing perfectly fine.

First image: tile palette editor showing two sets of 8x8 tiles arranged as 16x16. The most obvious form of bleeding is shown on the left 16x16 group, on the right two tiles, where they go from the shadow of what’s meant to be the edge, to the bright side of the tile to the right.

Second image: the inspector view of the top-right 8x8 tile of the left set of 16x16 tiles shown in the first image. Note how the preview shows the bleeding problem, yet the selected sprite (so the slice itself) used for it is showing the preview of what it should be.

Third image: inspector view of the bottom-right tile of the same set, also showing the preview of both the final product and the preview of the selected sprite to be used.

I’ve labeled this a bug, as I’ve tried various ways to solve this problem, yet it keeps having similar issues (if the sprite map uses 1x1 transparent padding, then the resulting tiles get some transparent bleeding problems instead). If this is just user error, could someone please tell me what I’ve done wrong here? I suppose I could always brute-force it and simply slice everything with a third party tool, then upload each 8x8 slice as an individual file, which might remove any artifacts like this, but I want to know if this can properly be done in-engine.

Worth noting: this is on editor version 2021.3.10f1 (the latest LTS ver. as of this post).

I figured out my mistake. I left bilinear filtering enabled when I was importing the tiles, which of course meant that when I tried isolating adjacent tiles, it would “bleed” into the neighbor. Disabling filtering in the import settings fixes the problem entirely.