I make a 2d platform game in Unity3d 5.3.6. The level is built from sprites 32 * 32 pixels, respectively, 1 unit per 1 unit. Scale 1 * 1 * 1. Sprites (game objects with SpriteRender) are placed on coordinates equal to integers. Anti-aliasing in the engine settings is disabled. But from time to time they appear in the game window and in SceneView there are such highlights between the tiles: light

I tried to include in the standard sprite pixel snap shader - it did not help. Material for SpriteRender with standard sprite shader It became even worse - between the animated time-lapse sprite animation game objects such a gap began to appear constantly. I didn’t find free shaders in the network to solve this problem, and I almost don’t know how to write shaders.

  • If you go to Edit -> Project Settings -> Quality. Is Anti Aliasing on or off? If enabled, try turning off ...... also make sure that the screen resolution contains even numbers, i.e. not 401x501, but 400x500 for example - Alexey Shimansky
  • @ Alexey Shimansky Anti Aliasing is turned off in Project Settings. With the resolution of the screen it is not very clear what to do: I develop the game for UWP, and there screens can be anything. As with Unity3d, setting a fixed screen resolution for UWP is not clear; for stand alone applications, this is in Project Settings => player. Do I get to write a script for the camera with fixing the screen resolution? However, even if you write a script for the camera, the problem will remain in sceneview - Max Cat
  • @ Alexey Shimansky, by the way, is it necessary to fix the permission so low or will any multiple of 2m suit? - Max Cat
  • I wrote to убедитесь что разрешение экрана содержит четные числа =) that is, yes, a multiple of two - Alexey Shimansky
  • found some tips ..... forum.unity3d.com/threads/tile-map-tearing-problems.225777/… ..... try some of this - Alexey Shimansky

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