Hey, messing around with UV1 should help: Ask Godot
With 3D there isn’t really the same option to tile textures perfectly as in 2D. The issue stems from the texture being placed on vertices in 3D space. The texture doesn’t really have a way of knowing how big is the surface it’s on. Here with a plane it looks trivial, but on a character model it is really not - and the rendering code is the same for both.
I just thought I’d explain why this is. Adjusting your UVs until it tiles nicely should work fine.
Good luck!