#wrong-render
9 items (9 fixes)
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.
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.
Many selectors declaring font-size in one SCSS file can make text render as solid filled rectangles — carry hierarchy via font-weight/color instead.
Literal spaces adjacent to a tag or @-expression boundary vanish in Razor markup — use a single interpolated string or CSS margin instead.