Web developer from Derbyshire, UK.

Report RSS About vertex snapping in Unity

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So I decided recently that I wanted to build my level out of tiles, to make it modular. Sensible right? The article I found here talks about the benefits of that. So I've created some cubes to make my world out of (see one of my other articles to see what it'll look like).

But I've had a problem aligning them correctly without having horrible gaps show up between the tiles when assembling them in Unity. I'm using vertex snapping, which I thought would be fine. It's not a problem in 3Ds max, which always seems to look nice, even when importing into Unity. See the difference below:

So what I'll have to do is put the tiles together in 3Ds Max, then import the entire map as one object. Which isn't such a bad thing (probably), as it means there'll be just one mesh collider. Which according to the person who answered my recent question on Stack Overflow, is actually better.

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