The tiles still end up being 40x40, and all that is ever visible is 40x40. So while the tiles are 40x40, the texture is 42x42. I fixed it in SpriteTile, by using tiles that are actually pixels larger than they're suppose to be. It just seems to be a problem in Unity, period. Sorry for so many questions, just trying to wrap my head around this.I'm using SpriteTile, and this seems to be a common problem no matter what plugin, texture type, or any setting you use. Or am I completely misinterpreting the goal here? Is there some other magic the sprite packer is doing that I'm not taking into account? I'm really not familiar with the sprite packer in unity at all, but I understand the concept of sprite atlases in general.Īlso! When I set the texture importer to extrude and then snap things together they are going to snap at their extruded size right? So I wouldn't really get the overlap between tiles that I (think I) need? It's almost like I need to build the whole level and snap everything together with no extrusion and then after the fact extrude all tiles without repositioning them? (or maybe just write a tool to do some custom snapping of some sort) Or are the tiles somehow able to 'bleed' between atlas pages? If I'm understanding correctly the benefit is supposed to come from having the adjacent tiles in each page bleed into each other instead of bleeding into nothing, but this basically just means our tiles are effectively now 2048x2048 (the max atlas page size) instead of 1024 x 1024 right? An improvement sure, but we could just cut our tiles bigger and get the same result. Our tiles are 1024 x 1024, so we can only fit 4 per atlas page anyway. For one this keeps crashing unity, probably because we're trying to pack too many large things lolīut also, I don't think it's going to help much anyway. forgot to explicitly mention that we are using a material with "pixel snap" enabled We're really pulling our hair out over this one.
![texturepacker extrude texturepacker extrude](http://blog.rumargaming.com/demo/sprite_spacing.png)
#Texturepacker extrude free
So I guess my question is if anyone knows of a way to get rid of these gaps without resorting to 3rd party software, or alternately does anyone know of any free tools that we can use to 'extrude' our sprites as described in that forum post. The price isn't unreasonable or anything, but I hate to bring in a 3rd party asset for something as fundamental as snapping, especially if it isn't necessary.
#Texturepacker extrude software
I may have finally found a real solution here: īut it basically comes down to using either $40 texture packer software or $75 2d toolkit asset. I'm not going for pixel perfect rendering here, I'd just like to not see gaps between my tiles.Įvery time we think we've gotten rid of them they show back up. Lots of google result suggest using point filtering, but that doesn't work, and of course it looks like poop as well.
![texturepacker extrude texturepacker extrude](https://1.bp.blogspot.com/-r6gIWFS0Me8/VvmF-3DhsTI/AAAAAAAAFfY/CwUSKP7eXq0hjAeRLE84oUZwMjeutBVtQ/s1600/world_bridge_T_0.png)
The textures are all power of 2 size (1024x1024) No amount of vertex or grid snapping or fiddling with the import settings seems to fix it. The gaps are not always visible, but they show up way too often when moving through the level. I've been doing a lot of googling but I haven't been able to find a solution that seems to work. We've been seeing these really annoying gaps between our tiled art. Reddit Logo created by /u/big-ish from /r/redditlogos! Long series.ĬSS created by Sean O'Dowd, Maintained and updated by Louis Hong /u/loolo78
![texturepacker extrude texturepacker extrude](https://i.ytimg.com/vi/6swLL7aMalY/maxresdefault.jpg)
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