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Tilemap renderer artifact in WebGL

Discussion in '2D Experimental Preview' started by der_r, Jun 6, 2016.

  1. der_r

    der_r

    Joined:
    Mar 30, 2014
    Posts:
    259
    This is in Unity/Desktop build



    This is on WebGL



    There is a small black "scanline" between rows of tiles.
     
  2. der_r

    der_r

    Joined:
    Mar 30, 2014
    Posts:
    259
    I have to amend my initial bug report. It seems the bug appears also on desktop. It appears and disappears depending on the camera position.



     
    Last edited: Jun 8, 2016
  3. der_r

    der_r

    Joined:
    Mar 30, 2014
    Posts:
    259
    I fixed it by using a RenderTexture with a low resolution. Looks much better that way. :)
     
  4. Johaness_Reuben

    Johaness_Reuben

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    Jan 27, 2016
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    253
    Are the tiles in a sprite sheet or separate images?
     
  5. der_r

    der_r

    Joined:
    Mar 30, 2014
    Posts:
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    All in one single sheet.
     
  6. Johaness_Reuben

    Johaness_Reuben

    Joined:
    Jan 27, 2016
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    253
    Do you have an buffer or borders around the tiles?
     
  7. FrankBuss

    FrankBuss

    Joined:
    Dec 22, 2014
    Posts:
    55
    I had the same problem, a thin black line at the edges, but with hex tilemaps, and it was blurry. The solution was to set the "Filter Mode" in the texture setting of each tile image to "Point (no filter)" (default was "Bilinear"), now the thin "scanlines" are gone.

    BTW, I didn't found a documentation how a hexagonal tilemap has to look like to be displayed seamless. Of course, there are not many ways to to it pixel perfect, maybe only one. Anyway, below is an (zoomed) example for a 64x64 tile that I use. The two pixels at the top and the bottom aligns perfectly and seamless to the one pixel at the top left, top right and bottom left, bottom right side (two of it) when placed.