The problem is how to create hex tiles for a game so that they can be reliably converted into square PNG files and displayed as sprites in Unity. All the tiles are positioned on a hex grid, possibly after rotating N*60 degrees. A path drawn on one tile needs to perfectly align with the path on another next to it.
I'm a dev, not a graphic designer, but I get by. I have used Inkscape to create tiles drawn as spline curves and polygons and manually aligned against an axonometric grid. In Unity the drawing gets sliced on pixel boundaries. The overall effect is kind of OK, but with small glitches at just about every boundary.
I think I'm missing something important, although I'm not sure it's Inkscape-specific.
You can see how it looks here: http://www.polyomino.com/2019/05/24/getting-the-tiles-to-line-up/.
In response:
- yes, my current method relies on stroke with no fill
- I have many tiles on a single sheet, because Unity (like many games platforms) makes that easy, with slicing on import
- the tiles are white on transparent to make it easy to combine and colour paths at runtime.
Based on the accepted answer, what I finally finished up doing was:
- set up a series of hex templates at precise spacing
- draw arcs as Bezier curves, then convert curve to path
- line up one end of arc with a vertical hex edge, then rotate and repeat. More detail here: http://www.polyomino.com/2019/05/27/getting-the-tiles-to-line-up-2/.