Gap between faces / on the edge — models created in BlockBench

Godot Version

4.5

Question

I’m creating my models in BlockBench, and it’s resulting in visible gaps on the edges between faces.

I’ve attached 2 images — high res is in the Editor, low res is my game (I’m using a pixellated effect). Even if I remove the pixellated effect, the gap is visible in game too.

There is no actual gap between the faces on the model. All the model elements are merged into one mesh (though this had no effect).

Any idea what’s happening here and how I can prevent it?

EDIT: also to clarify, there is no visible gap in Blockbench itself – only when I import into Godot. .gltf files, with padding on the texture created in Blockbench

Screenshot 2026-01-31 at 13.07.32

I haven’t used blockbench, but that looks to me like perhaps there is a tiny gap in the sources, and different rounding causes them to render differently on the two platforms. If you want to check, the actual mesh data is in the gltf, and you can look at the vertex positions and see if they line up.

Does blockbench let you weld vertices? There can still be gaps in a single mesh, but many tools have the option to say “take any vertices closer than X distance apart and merge them”, and that would probably eliminate your gaps.

Hi @hexgrid, thanks for your reply. There is definitely no gap here – the example in my image is just a simple cuboid. I just tested with a separate, new cube too, same issue. I’m having this issue with meshes throughout my project

Is this textured? Vertex shaded? Are you running a shader?

Solved it!
@hexgrid it is textured, just a StandardMaterial3D (no shader)

I did originally consider whether it was due to UVs being mapped with diagonal lines (not sure if there’s a technical term for this or if my explanation makes sense). But most of my UV map parts are rectangles and the mapping lines up perfectly. And adding padding around this in the same colour didn’t solve it either.

It’s not a Godot problem. I assumed it was as there are no such lines in Blockbench itself. But I imported the .gltf into a separate viewer app and the lines were there.
A little more research, and I found the Plaster Blockbench plugin. Applied that, reimported into Godot, and everything looks smooth with no gaps / lines.

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