TileMap screen edge has black tearing
Using the new Unity 2017.2 TileMap I am getting black bars (changing in size) at the edge of the screen when moving in that direction. I think it has something to do with the tiles not loading/showing fast enough. My TileMap consists of a 32 x 32 grid each containing a different image.
I am moving the camera in an update function with:
cam.transform.position = new Vector3(transform.position.x, transform.position.y, cam.transform.position.z);
Here is an example of what it looks like, this is the right edge of the screen while the character is moving to the right. Anyone have any idea on why this is happening or how to fix this?
Hi. Did you ever manage to fix this? I'm having the exact same issue. Tiles are fine, no seams between them. At certain positions the camera will see bars on the edges of the screens. I also think it might be the tilemap loading slower, or not loading the last row/column in certain situations.
Answer by eyeballTickler · Feb 01, 2018 at 03:50 AM
@kpfundner I'm running into pretty much the same issue. Did you ever find a solution or file a bug?
@eyeballTickler Hi. Did you ever manage to fix this? I'm having the exact same issue. Tiles are fine, no seams between them. At certain positions the camera will see bars on the edges of the screens. I also think it might be the tilemap loading slower, or not loading the last row/column in certain situations.
Answer by barzoon · Mar 02, 2021 at 11:50 AM
I finally stumbled on the solution I think. The tilemap has a Chunk Culling Bounds setting you can use to manually increase the culling zone and it won't skip tiles any more. I think it's actually a bug there and it skips tiles that are on screen but have their origin off screen. That setting fixes it nevertheless.