Experiencing a strange tile rendering bug in Unity's Scene view - unity3d

This issue only affects the Scene view, and it is not present in the Game view or when it is running.
Basically my map looks like this.
https://i.imgur.com/BBrKA5f.png
Zoomed Out
https://i.imgur.com/G8BuG8d.png
As you can see there are horizontal lines everywhere. The grid is turned off. They are mostly blue because underneath the grass tile on the sheet is the water tile. You can see under the left of the rock there is a yellowish line, this is because there is a sandy tile below it. The individual images from the Sprite editor look fine. No lines in them. As mentioned, this is only present in the scene view and doesn't affect the game so its not major. I would really like to see if this is possible to fix though as it is quite a pain to look at and design maps with. This issue is present on my PC, and both laptops so I don't think it's hardware related.
Tile palette images:
https://i.imgur.com/huNDlHy.png
https://i.imgur.com/uLwUpUM.png
I've tried adding them to an Atlas, checked for Point (no filter) and no compression. I'm at a loss. No one seems to know how to fix the issue and all my googling points me to bleed or tears in the actual game which is not the issue I am having.
Any help would be greatly appreciated and I will provide any additional information that is needed.
Thank you.

So after a few days of frustration and help from the Unity discord, I finally found an answer.
It turns out you want to disable Pixel Snap in your Shader component on your tilemap object. As soon as I did that all the lines in Scene View were gone.
Setting to change:

Related

All Lights disappear when looking in certain directions

We're making VR Scenes in Unity 2019.4.17f1 HDRP and in one of our scenes all our real-time spot lights seem to disappear when looking at certain directions.
Here's a video to show the issue:
https://www.youtube.com/watch?v=2LiDWQW_ui4
I tried my best to search for a solution but I don't know how to fix it.
The number of lights and shadows that are allowed to be on screen are already very high.
All of the spot lights are set to important
there are no flare components on any light or camera.
In every other scene there seems to be no problem with similar lights
The settings are almost identical in every scene so there shouldn't be an issue.
If anyone has any solutions or can suggest things I could try to fix the issue, it would be a great help :)

Some parts of the Scene View don't seem to render

I am making a 3D game in the Unity Editor. When I started making the project 2 days ago, everything was fine until now. My issue cannot be described, but I can share the images of what happens in the Scene View as I get closer to objects:
Here is when I am a bit far from objects. You can see the gray part starting to pop out from the bottom:
Here is the image as I get closer to the objects:
As soon as get very close, you can see the objects disappearing. 2 of the 4 boxes are not visible completely, 1 is a bit out of render, and the capsule(the player) is completely invisible:
This has suddenly started to appear on my Unity Editor. Please help. I don't know if this is a bug or I am doing something wrong, or any setting is incorrectly set.
Ps:- Please do comment if you require any of my scripts or any other details. I don't ask questions very often so I don't have much idea as to what kind of information is required.
To everyone seeing this in the future, here is a very simple solution to the problem, if you face any issues.
I have tried, and you can try the following steps as well.
1)When in the Scene View in Editor, click on the small camera icon on top of the Scene View Window and uncheck the option Dynamic Clipping. This should solve your issue.
2)Although this has nothing to do with the problem, however, there is a chance it is an Editor Bug, so I recommend updating your Editor to the latest version, to see if it fixes the issue.

How can I achieve a node that will desaturate everything below it?

I am building a game where everything behind the player is greyed out as if it lives in a memory. But I don't know how I can achieve this effect. Is this where shaders are being used for?
Now I can create a SKLightNode to create the lighting and make it dark around the edges. But I like to field of view for the character to be 120 degrees. Everything outside of that angle should be greyed out.
Of course in the future I like the view to be blocked by obstacles but that is outside of the scope of this question.
A desaturation shader for SpriteKit can be found at my blog post on that subject. Note that this works in terms of an input texture, so you may need to adapt things to work on top of a tiled background. Also note that there is a new iOS 9 API to support capture of the output of a whole node, which may be useful to you in implementing this.

unity zfighting or objects climbing on top and bottom of each other?

I'm having an issue with 3d objects doing some kind of weird z fighting or climbing on top of each other depending on where the camera is moved to. I have posted some pictures to help illustrate the problem. Each rectangular "building" contains textured cubes of all the same size. The corner cubes do overlap somewhat. As you can see from the picture, every object is the same height. This is seen in the scene editor as well as the final rendered product. Can anyone explain what is causing this and how it can it possibly be fixed? Thank you :)
So the problem was the texture using transparency shader. After googling there seemed to be all kinds of issues with the unity transparency shader that involve workarounds. Two solutions to this is to either turn off transparency, or put the camera in orthographic mode.

Curled fingers: Unity3d

When I played imported animation, the character's fingers get curled and his mouth opened. I might be able to fix that by editing adjusting bones in unity. But with so many characters and each time dragging them from assets to scene.
It's a bit too much misery and it's slowed me down, I need this get done fast.
Unity Masters, PLEASE HELP ME.
the bones in your imported model rig must contain all the fingers and other parts bones that doesnt move correctly , if it does then assign them to your avatar as you are setting up your avatar (look here for avatar setup) , after that if your animation animates fingers then your model will also
So that's right you don't get timely help. AnyWays,
[SOLUTION]
The animations was imported from iClone 5. Now I was importing animation separately and then applying it to the .fbx character. So I alternatively imported the animations embedded with the character. Now this is helpful only in case the original character is also being imported from iClone. Then in the rigged configuration I reset the pose>Enforce T-pose>automap> again automap>enforce T-Pose. Worked for me.
[SOLUTION2]
I had alternative in which I could mask hand animations (not using them) and remove jaw from 3d exchange while exporting fbx. But they looked so lovely I had to look further.
Sometimes you can't find the solution, I guess you are the only solution then. That's how everybody learns. hopes it helps.