I know the title doesn’t say much, but here is my problem. I have a tiling system. I can place objects on the ground with textures on them ( tiles ). The problem is that when a tile is around another tile I want it to join the other one. There are too many scenarios for textures that can happen to cover them all up. This is the problem. It is primarly due to the outline of the texture. I could maybe put 9 material textures on each tile, but it would be efficient I guess. What can I do?
Sounds like a case for marching cubes. (Or marching squares in 2D).
Or you could wait for Unity’s tile editor / smart sprite system to come out. It looks pretty impressive.
It’s a good strategy but not in my case since I want the texture to be a precise one I made in photoshop with a certain outline. Unless I could do what you said, then fill up the inside of the new mesh and the add outline with a shader?