# Tiles are glitchy on mobile

**URL:** <https://phaser.discourse.group/t/tiles-are-glitchy-on-mobile/6014>\
**Category:** Phaser 3\
**Created:** [April 21, 2020, 8:47am UTC](https://phaser.discourse.group/t/tiles-are-glitchy-on-mobile/6014 "2020-04-21T08:47:44Z")\
**Posts on this page:** 8\
**Page:** 1

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**Author:** ![GamerWael](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/gamerwael/32/3064_2.png) [@GamerWael](https://phaser.discourse.group/u/GamerWael)\
**Post date:** [April 21, 2020, 8:47am UTC](https://phaser.discourse.group/t/tiles-are-glitchy-on-mobile/6014/1 "2020-04-21T08:47:44Z")

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This is how my game looks on my laptop and this is how it should be. Antialiasing is off.

 ![wp_ss_20200420_0001](https://global.discourse-cdn.com/free1/uploads/phaser1/original/2X/4/42c49b65480b19036f41ebff8d63df36b6fb83f8.png)

But on my phone it looks like

 ![wp_ss_20200420_0003](https://global.discourse-cdn.com/free1/uploads/phaser1/original/2X/9/9376e26e8e709dabcb2929208723781f6367b1c6.png)

If I turn on antialiasing it looks

 ![wp_ss_20200420_0002](https://global.discourse-cdn.com/free1/uploads/phaser1/original/2X/4/4acfed78f8fccf80c28ec1aea9b2833d91f9689d.png)

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**Author:** ![Telinc1](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/telinc1/32/60_2.png) [@Telinc1](https://phaser.discourse.group/u/Telinc1)\
**Post date:** [April 21, 2020, 9:01am UTC](https://phaser.discourse.group/t/tiles-are-glitchy-on-mobile/6014/2 "2020-04-21T09:01:03Z")

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Looks like pixel bleeding. Try [extruding your tileset](https://github.com/sporadic-labs/tile-extruder).

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**Author:** ![embeddedt](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/embeddedt/32/3179_2.png) [@embeddedt](https://phaser.discourse.group/u/embeddedt)\
**Post date:** [April 21, 2020, 11:24pm UTC](https://phaser.discourse.group/t/tiles-are-glitchy-on-mobile/6014/3 "2020-04-21T23:24:22Z")

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For my game, I had already started with an extruded tileset and this didn’t help me. What did seem to work was calling `this.cameras.main.roundPixels = true;` in my scene’s `create` function.

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**Author:** ![GamerWael](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/gamerwael/32/3064_2.png) [@GamerWael](https://phaser.discourse.group/u/GamerWael)\
**Post date:** [April 30, 2020, 2:34pm UTC](https://phaser.discourse.group/t/tiles-are-glitchy-on-mobile/6014/4 "2020-04-30T14:34:04Z")

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Extruding messed up the tiles and they looked glitchy. I made the map in tiled btw.

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**Author:** ![Telinc1](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/telinc1/32/60_2.png) [@Telinc1](https://phaser.discourse.group/u/Telinc1)\
**Post date:** [April 30, 2020, 2:41pm UTC](https://phaser.discourse.group/t/tiles-are-glitchy-on-mobile/6014/5 "2020-04-30T14:41:11Z")

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Keep in mind that extruding the tileset is not the only step, you also have to change the way you load it in Phaser. The guide for the tool I linked goes into further details.

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**Author:** ![GamerWael](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/gamerwael/32/3064_2.png) [@GamerWael](https://phaser.discourse.group/u/GamerWael)\
**Post date:** [April 30, 2020, 3:04pm UTC](https://phaser.discourse.group/t/tiles-are-glitchy-on-mobile/6014/6 "2020-04-30T15:04:31Z")

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Yes I did follow that but I still couldn’t get it to work right.

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**Author:** ![GamerWael](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/gamerwael/32/3064_2.png) [@GamerWael](https://phaser.discourse.group/u/GamerWael)\
**Post date:** [April 30, 2020, 3:18pm UTC](https://phaser.discourse.group/t/tiles-are-glitchy-on-mobile/6014/7 "2020-04-30T15:18:21Z")

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I fixed it (kinda) by adding a background of the entire map behind the tiles.

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**Author:** ![BlunT76](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/blunt76/32/1454_2.png) [@BlunT76](https://phaser.discourse.group/u/BlunT76)\
**Post date:** [April 30, 2020, 7:44pm UTC](https://phaser.discourse.group/t/tiles-are-glitchy-on-mobile/6014/8 "2020-04-30T19:44:40Z")

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Hi,  
Something i noticed in my game with multiples layers, staticLayers causes bleeding, if i change them to dynamic there is rarely bleeding. Static are supposed to be more performant…i don’t know what happens…
