- Workaround is setting the Cell Gap to -0.01 on the Grid itself. https://discussions.unity.com/t/tilemap-has-tearing-between-tiles-even-with-pixel-snap/679199/37
- "all your methods except the sprite atlas are fake solutions, and will betray you when you move the camera" https://forum.unity.com/threads/the-best-way-to-fix-tile-tearing.1542956/#post-9619289
- Create sprite atlas with padding = 2 https://forum.unity.com/threads/artifacts-in-a-2d-pixel-art-scene.1427049/#post-8959284
- disable antialias
- use pixel snap shader material
- texture importer: point filter
- use unity pixel perfect camera package
- scale grid by small amount (0.999, 1.001)
- resolution issue? float camera pos
- Please try reducing the Max Texture Size to a lesser size ( 2048) and also try to have separate atlases for transparent and non-transparent sprites (non-transparent are the ones that entirely fills the texture with no transparent pixels in it). Also please ensure to have High-Quality compression for textures https://forum.unity.com/threads/sprites-have-hairline-artifacts-when-using-spriteatlas-and-mipmapping-how-to-fix.713501/#post-4774556
- use enableAlphaDilation in sprite atlas settings https://forum.unity.com/threads/sprites-have-hairline-artifacts-when-using-spriteatlas-and-mipmapping-how-to-fix.713501/#post-8822770
- Changing the Tiles Pixel Per Unit from 32 to 31.99 : https://forum.unity.com/threads/tilemap-has-tearing-between-tiles-even-with-pixel-snap.499154/#post-5447910
- use atlas (since it has padding) https://forum.unity.com/threads/unitys-tilemap-problem-some-gaps-between-tiles.594331/#post-3970438
- whats happening with pixels https://stackoverflow.com/questions/35785291/getting-giggly-effect-when-slowly-moving-a-sprite
- lines between https://forum.unity.com/threads/pixel-red-blue-lines-tilemap.1334996/#post-8435159
- TIPS: https://cammin.github.io/LDtkToUnity/documentation/Topics/topic_TilemapTearing.html
- In order to make your pixel perfect camera work properly all your sprites wide and height needs to be even. That thing cost me like 4 days. Without this aspect ratios 1:1 & 3:1 was very jittery. https://forum.unity.com/threads/the-pixel-perfect-advice-ive-never-seen-anywhere.1385490/
- producing pixel perfect frames and smooth movement https://forum.unity.com/threads/smooth-looking-pixel-art-in-motion.1392745/#post-8767468
- No Pixel Snap Material
- No Manual sprite extrude and extrude edges 1 (sprite default)
- Mesh type Tight
- Sprite Atlas with Filter mode Point and Format RGBA 32 All I had to do was resize the tile by removing -0.0001 pixels both in X and Y. https://forum.unity.com/threads/tile-map-tearing-problems.225777/page-2#post-4633756
- MSAA https://forum.unity.com/threads/diagonal-line-artifact-through-overlapping-sprites.1363042/#post-8596627
- Set tilemap palette custom size (from automatic), from tilemap asset, the sub asset https://forum.unity.com/threads/change-tileset-from-automatic-grid-size-to-manual-grid-size.958681/#post-6248737
- set collider size by script or animate collider size per frame in animator
- tutorial https://forum.unity.com/threads/big-tiles-give-sort-order-problems-in-isometric-game.1472874/#post-9211545
- https://forum.unity.com/threads/issue-with-tilemap-z-as-y-sorting-with-other-non-tilemap-gameobjects.1423860/#post-9019576
- https://issuetracker.unity3d.com/issues/isometric-z-as-y-tilemap-tiles-that-should-be-behind-a-gameobject-appear-in-front-when-z-position-is-higher-than-0
- https://forum.unity.com/threads/isometric-z-as-y-tilemap-sort-order-issue.811608/#post-5388495
- https://github.com/Unity-Technologies/2d-techdemos/tree/master/Assets/Tilemap/IsometricZAsY
- https://forum.unity.com/threads/isometric-tilemap-sorting-issues.554914/#post-3674053
- https://forum.unity.com/threads/isometric-tilemap-sorting-issue.1322586/
- https://forum.unity.com/threads/isometric-tilemap-sorting-issues.1414311/#post-8960226
using small offset fixed here: https://forum.unity.com/threads/tilemap-has-tearing-between-tiles-even-with-pixel-snap.499154/#post-7299658