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Plane edges wrong color in certain areas.
I have a set of planes that turn into a simple, randomly generated map. When the one side of the texture is a different color than the other side, a line appears. Any idea what's causing this and how to fix it?
This could be one of many problems. $$anonymous$$y guess is you are using a single texture per plane. In this case, your texture import setting should be Clamp ins$$anonymous$$d of Repeat, and you may need to change your Filter $$anonymous$$ode.
Changing the wrap mode to clamp makes the textures disappear regardless of filter mode.
The texture disappears ???? Or just becomes solid white?
Clamp just means if you are using a UV value greater than one then a UV value of one is used. When a texture is set to repeat and Filter $$anonymous$$ode is not set to point, you will get bleeding at the seam as can be seen in your image, as the UVs try to interpolate as they wrap.
$$anonymous$$ore information is needed on the setup for any help.
Are you using one texture per plane, or are you using one texture and offsetting the UVs of each plane? Or are you using one texture with many materials using an offset for a portion of the texture on each plane?
If you cannot explain it, select a plane and take a screenshot of the Inspector and post that.
I believe I just figured it out. I changed the texture scale on the planes to (-1, -1) because they were co$$anonymous$$g out upside-down and backwards. Clamp doesn't like the -1 values.
So I'll reverse the textures and I should be all set.
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