I am using Unity3d (free) to make a game with user-defined content (i.e., load in a map, it'll build the level for you).
Everything is working as expected, except for the rendering.
Note the artifact / seam along the edge of the two cubes.
I am not entirely sure what is causing this, other than, perhaps a rounding error?
At any rate, every mesh in my scene shares the same texture, with specific UV offsets generated at 1/8 intervals for each corresponding texture:
Playing around with the assigned UVs moves the artifacts around. For instance, the red brick texture has the issue between the top faces:
So clearly, I'm doing this in a suboptimal way. Is there something specific I'm doing wrong? Or is there a better way to build meshes with texture atlases?