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Question by daviddickball · Apr 23, 2015 at 10:14 PM · sceneplacementgaps

Why am I getting messy gaps between my 1x1 tiled cubes?

I'm using scenery which is a set of tiles I made in 3Ds Max. I'm pretty sure they're all perfectly square and all fit the same grid, but you can see gaps appear in the scenery when moving around. I've placed these using vertex snap, which seems to snap them together really tight, but you can still see gaps.

Is there a way to do this better? Placing them with tiny overlaps is driving me crazy tbh!

Here's an image of what it looks like http://i.imgur.com/qP8Y1E8.jpg (although difficult to catch the majority of the gaps which are only obvious when moving).

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avatar image daviddickball · Apr 24, 2015 at 07:57 AM 0
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It seems like vertext snapping in Unity is causing the problems. If I vertex snap in 3Ds $$anonymous$$AX it's absolutely fine, even when imported into Unity. Here's a picture of the difference: http://www.indiedb.com/members/drball/blogs/about-vertex-snapping-in-unity

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Answer by ethan-smith · Apr 24, 2015 at 03:55 AM

Im use to blender so i don't know what the unit to unity units are, try setting the tile rotation and scale to zero and making the whole tile 1 unity unit then do vertex snap.

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avatar image daviddickball · May 03, 2015 at 11:00 AM 0
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It still causes gaps, even if I use a 1x1 cube created in Unity, the simplest shape there is. I'll have to stitch my map together in 3Ds $$anonymous$$ax, then import. Which won't be such a bad thing

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