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Seamless tiling of automatically textured planes
I'm creating tiles using the plane primitive of Unity and I'm positioning these tiles next to each other and assigning a texture to each one. Example:
As you can see the seperation between one plane and the other is clearly visible. Is there a way to fix this?
PS: I'm of course creating these by code. It's a dynamic map that loads according to where the user moves.
Could you post the code that does this? I'm trying to find a way to do something similar and I'm going crazy.
Answer by stelk · Jun 17, 2013 at 12:54 PM
Solved. In case anyone is wondering, this was caused by a slight repetition in the textures so I had to set
p.renderer.material.mainTexture.wrapMode = TextureWrapMode.Clamp;
in order to avoid tiling.
p.renderer.material.mainTexture.wrap$$anonymous$$ode = TextureWrap$$anonymous$$ode.Repeat; for tile repeating.
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