Quick answer: Increase the atlas Padding to at least 2-4 pixels, disable Mip Maps for UI/HUD atlases, and snap rendering to whole texels so sampling stays inside the sprite rect.

Faint slivers of a neighboring sprite appear along an edge only after the sprite is packed into an atlas. That is texel bleeding from the packer. Padding and filtering settings control it.

How to fix it

1. Raise the atlas padding

Open the Sprite Atlas and set Padding to 2-4 pixels. The packer leaves a gutter of duplicated edge texels so bilinear sampling near the border never reaches the next sprite.

2. Disable mip maps and tune filtering

For screen-space sprites turn off Generate Mip Maps; lower mips average distant texels across sprite boundaries. Use Point filter for pixel art so no interpolation crosses the rect.

3. Avoid sub-texel sampling

Render sprites at integer scale and snap positions to the pixel grid (or enable the Pixel Perfect Camera) so the sampler lands on texel centers instead of straddling the seam.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.