Hi, How can I configure Unity to render a tilemap without seems? I have a tilemap and my spritesheet doesn't use any transparent gutter between sprites, nor does it have an extruded color gutter. I'm not doing pixel perfect rendering either, as it introduces strong edge flicker/aliasing when the camera is moving slowly. So anti-aliased is the choice. The way I would resolve this outside of Unity would be to... a) Use a texture array which doesn't suffer from color bleeding issues, or b) render the visible part of the tilemap to an intermediate texture and then render that texture to the screen at the correct position using sampling. I've read that Unity doesn't have full support for texture arrays, which I think is a mistake as they are so useful and superior to sprite atlas' IME for fixed size tile rendering. I believe there is an API and I might look into coding up a texture array solution at some point. But as I'm very new to Unity I want to stick to using the editor right now. So thinking about solution 'b', how can I configure Unity to render off screen and then present that? There is mention of chunk support in the editor, but chunks may also suffer from some edge rendering issues. But I just don't know enough about Unity to know which is the right way forward. What are my options for solving this?