I may just be doing something silly, so let me know!
The test case is very simple, just create a scene with an actor, make it a square. add two instances of that actor next to eachother separated by the width of the square itself (as in a tilmap). and there will be an antialiasing looking line between them if the viewport is odd in the respective dimension. thats vertical lines for odd width values, and horizontal for odd height values.
Ive tried setting antialiasing to false on the game object, but that didnt work. the only workaround ive found is to just add another pixel to the width/height on render and call it a day, but this wont work when im using images instead of simple boxes. As well, a tilemap seeming wont suffice here, as the logic for the thing seems to be out of the scope of what tilemap provides.
an ideal solution for me would be to have a way to ensure values in the camera/actors are always pixel perfect, but im unclear on how to achieve that.
Thanks,
Marcus