Hi,
I met one weird problem. In my scene, there are many objs, others are all ok except one, which is combined by many “stones” to constrcut one big rockwork; The flicking happens almost all in the junctures between each stones.
It looks very similar as Z-buffer flip phenomena. But I don’t know how to debug this in unity3d and maybe it is caused by other reasons which I don’t aware yet.
If anyone has similar experience as me, pls give some hint to me. Thanks.
If the edges of your stones are very close to each other, you’ll get flickering due to floating point imprecision on the video card, very similar to z-fighting.
I’ve seen people post questions on this problem quite often. It might do you well to search the forums for ‘flicker.’
thanks for your answer:)
I just dig deeper into this issue, seems it is not just z-buffer issue.
When I opened unity a long time, in the windows process windows, the unity process occupied more than 600MB memory, and one warnning message jumped out “too many heap options”. In this status, all of my game objs are flicking.
I have to killed unity process and open it again. In the “new” open status, in the “Scene” view, everything is ok; but in the “Game” view, it flicks as before.
thanks for your answer:)
I just dig deeper into this issue, seems it is not just z-buffer issue.
When I opened unity a long time, in the windows process windows, the unity process occupied more than 600MB memory, and one warnning message jumped out “too many heap options”. In this status, all of my game objs are flicking.
I have to killed unity process and open it again. In the “new” open status, in the “Scene” view, everything is ok; but in the “Game” view, it flicks as before.
ok, find one work around now.
In my original camera setting, the near clip plane space is 0.001, I set it so small to avoid camera penetrate wall.
If I set camera back to 0.3 - the default value, the flicking problem is resolved but I got camera penetrating wall in some very near cases:(