#wrong-render
11 items (11 fixes)
RenderType.Off only kills the shadow, not the draw: use Tags.Set("viewer", true) on the visual root plus camera RenderExcludeTags for correct first-person body hiding.
A flex-grow slider track holding a normal-flow fill child sized by width:N% balloons wider as the value increases: take the fill out of flow with position:absolute, and make sure the track carries no overflow:hidden.
A runtime-generated world root torn down with GameObject.Destroy() keeps rendering in edit mode because the deferred queue isn't flushed: use DestroyImmediate and sweep all matching roots.
Per-cell dither or contour-wander in a greedy voxel mesher turns cliff skirts into vertical stripes: detect walls and key strata on raw height bands with dither neutralised.
An idempotent ground-snap jitters on curved terrain because the slope curves away within each step: ease the downward snap at a bounded glue rate.
A near-white chalky sky stays mid-grey or blue: fixing the sky texture alone isn't enough because the default tonemapping curve crushes highlights.
Per-instance Tint on a flat-color vmat (white PNG + g_vColorTint) rotates hue or crushes random instances to black: use scale/yaw jitter instead.
A per-cell white-noise hash for terrain shade choice reads as a 50/50 checkerboard. Use a smooth low-frequency noise field instead, confining the hash to threshold-edge dithering.
SUPERSEDED: the font-size-declaration-count theory below was owner-settled (26.07.22) to be a CAPTURE-PATH artifact, not a real render bug. Panels with these exact font-size declarations render pin-sharp on the physical screen. Never strip font-size from a shipping stylesheet to 'fix' captures. See camera-screenshot-cannot-verify-fonts.
Even-time samples of a ballistic arc cluster at the slow apex and spread at the fast ends: sample by arc length for evenly spaced preview dots.
Literal spaces adjacent to a tag or @-expression boundary vanish in Razor markup: use a single interpolated string or CSS margin instead.