Zionviller Posted March 26, 2018 Share Posted March 26, 2018 I searched and didn't find anything, but: I am working from the example at: http://labs.phaser.io/view.html?src=src\game objects\tilemap\collision\csv map arcade physics.js I thought the problem only appeared in my project, but this also happens in the in the example. When the camera moves horizontally to follow the player, gaps appear between the columns of tiles. Is there something that I can do to fix this? Is it something only appearing for me? Thank you! Link to comment Share on other sites More sharing options...
onlycape Posted March 26, 2018 Share Posted March 26, 2018 Hi @Zionviller , It's a known bug. Until they fix it, one solution is to use Phaser.CANVAS render type: https://github.com/photonstorm/phaser/issues/3352 Regards. Link to comment Share on other sites More sharing options...
Zionviller Posted March 27, 2018 Author Share Posted March 27, 2018 Thanks! A little update, it appears another solution that uses WEBGL is to change the property roundPixels to true. e.g. this.cameras.main.roundPixels = true; onlycape and PixelPicoSean 2 Link to comment Share on other sites More sharing options...
indextwo Posted April 21, 2019 Share Posted April 21, 2019 Just to add: I suffered with this issue this morning (using Phaser 3.1.6) and `this,cameras.main.roundPixels = true` didn't fix it for me. In the end I used good ol' extrusion on my tiles and that solved it. Reference here: https://github.com/photonstorm/phaser/issues/3352#issuecomment-485242513 @rich mentions some other tools for creating extrusions for your tilemaps if `roundPixels` doesn't work for you. Link to comment Share on other sites More sharing options...
Red Truck Studio Posted March 13, 2021 Share Posted March 13, 2021 For my game the camera PixelRound and CANVAS settings did not fully resolve the tile tearing issue. I am doing a top down isometric, with camera set to follow the hero. What DID work is setting the velocity of the hero/camera to be a multiple of the tilesize. I have a tilesize of 16, therefore setting the velocity of my player/hero to 32 or 64 resolved the issue in my case. My guess is there is a rounding error somewhere in the stack, by using a value that is a multiple it is able to better handle it. cheers! Link to comment Share on other sites More sharing options...
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