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Question by DevMerlin · Apr 24, 2016 at 05:04 PM · c#textureatlas

Adding a padding system to texture atlas?

I've been working on AlexStv's voxel tutorial and gotten it set up for the most part the way I wish it work. However, with all image settings correct - I keep ending up with white lines at a distance between the texture atlas tiles. After researching on Unity Answers and Forums, the best thing I can come up with is to add padding between the images and to the actual calculations but I cannot quite figure out where to do so.

https://gyazo.com/bcf8d98470314f2e1a5b922ca12dad60

Shown here, the padding has been added to the texture atlas, but I can't seem to account for it in code:

     public virtual Tile TexturePosition(Direction direction)
     {
         Tile tile = new Tile();
         tile.x = 0;
         tile.y = 0;
 
         return tile;
     }
 
     public virtual Vector2[] FaceUVs(Direction direction)
     {
         Vector2[] UVs = new Vector2[4];
         Tile tilePos = TexturePosition(direction);
 
         UVs[0] = new Vector2(tileSize * tilePos.x + tileSize ,
             tileSize * tilePos.y);
         UVs[1] = new Vector2(tileSize * tilePos.x + tileSize,
             tileSize * tilePos.y + tileSize);
         UVs[2] = new Vector2(tileSize * tilePos.x,
             tileSize * tilePos.y + tileSize);
         UVs[3] = new Vector2(tileSize * tilePos.x,
             tileSize * tilePos.y);
 
         return UVs;
     }

What do I need to modify? My padding setting is +3 between images, but I've tried adding that to tilePos.x/y and tileSize.

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Answer by andrew-searson · May 25, 2017 at 04:23 PM

Try this, it adds a bit of padding

     public virtual Tile TexturePosition(Direction direction)
     {
         Tile tile = new Tile();
         tile.x = 0;
         tile.y = 0;
         return tile;
     }
     
     const float tileSize = 0.25f;
     const float padding = 0.01f;
     
     public virtual Vector2[] FaceUVs(Direction direction)
     {
         Vector2[] UVs = new Vector2[4];
         Tile tilePos = TexturePosition(direction);
         UVs[0] = new Vector2(tileSize * tilePos.x + tileSize - padding,
             tileSize * tilePos.y + padding);
         UVs[1] = new Vector2(tileSize * tilePos.x + tileSize - padding,
             tileSize * tilePos.y + tileSize - padding);
         UVs[2] = new Vector2(tileSize * tilePos.x + padding,
             tileSize * tilePos.y + tileSize - padding);
         UVs[3] = new Vector2(tileSize * tilePos.x + padding,
             tileSize * tilePos.y + padding);
         return UVs;
     }
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