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I am probably not the first to notice this


RainDreamer

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I think it might be a layering issue, because the lines appear to be very much attached to the floor near the middle of the building, as can be seen when Kerbals step on them. Maybe the paint is rendering through the box, so the perspective makes it look like it's hovering.

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Looks like z offsetting is causing the lines to paint partially over the boxes. It is used to stop z fighting when decaling a texture over an object in 3d. Basically a lesser of two evils situation.

Also, sorry for the lack of explanation for the terms. I'm posting this from my phone which is a PITA to type with..

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Looks like z offsetting is causing the lines to paint partially over the boxes. It is used to stop z fighting when decaling a texture over an object in 3d. Basically a lesser of two evils situation.

Also, sorry for the lack of explanation for the terms. I'm posting this from my phone which is a PITA to type with..

But would it require such a significant and noticeable offset? I imagine it'd be relatively easy to offset it a tiny fraction and achieve the same result while also being a heck of a lot less noticeable.

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But would it require such a significant and noticeable offset? I imagine it'd be relatively easy to offset it a tiny fraction and achieve the same result while also being a heck of a lot less noticeable.

It is likely to be at whatever wacky default value Unity uses. It doesn't need to be much if the decaled polygons are only ever viewed from close up. The deeper into the scene they can be seen, the bigger the offset has to be as the Z buffer looses precision towards the far plane. The loss of precision isn't noticeable with simple texturing, but z fighting causes pixels to blink with even tiny movement so it can be disturbing even at a great distance.

@sal_vager I haven't had an opportunity to start the game since your post, but you do seem to imply something... I'm getting curious.

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