Is this just a shader problem or something else?
Greetings fellow devs.
I’ve been struggling with this same problem occasionally when I started using unity.
My current project is using a prefab maze parts (just like in the
Labyrinth board game) and they’re instantiated to their certain places
when player presses keyboard button. Works like it should.
But when two prefabs (using box colliders,mesh,kinetic rigidbody and
standard shader) are placed to scene problem occurs with some prefabs →
When two prefabs end to same coordinate they start clipping.
Added a gif to show what i’m typing about.
This is only happening in play mode. In editor window everything looks good.
Problem can be “fixed” by adding -/+0.001 to one of gameobjects current
scale and glitch is gone. But! then there’s a small visible edge and i’m
trying to have smooth surface all around the maze.
So is this easily prevented by changing some player settings, setting
custom shaders to prefabs/gameobjects or do I need to micro adjust
and checking every one of them in play mode just like i’ve been doing to this day?
And here’s pic one of prefabs just for kicks:
So there's even a name for this phenomenon. Interesting. :) I'm glad you could give me "Everyday you learn something new" moment. Well looks like it's going to take a while when fixing and checking every possible prefab combination in working order. Thank you yet again for precise answer. I'll start my prefab modifying marathon -->
– Haleyhalf