Glitch with planks placement

  • Hi all,


    I have been playing rising world since 2015, most of my hours have been in the java version. I started to play the new unity version the past few months and I'm really enjoying it. It is a big improvement on the java, although it's still missing some of the java features. Yet still continuing to explore the unity version as I think it's epic and will be picking up copies for family and friends.

    The issue I have had yesterday and today is that when resizing a block to the thickness of what would of been a plank in the java version and snapping it to some already placed blocks (a wall in this case) the plank doesn't render fully or it is placed in the incorrect position. Half the plank is flickering or the position places behind or in front the wall and not where the ghost of object shows. Hopefully the following video can explain what I mean:


    Plank flickering glitch


    I know that the java didn't do this and wondered if it is a glitch/bug or if there's something that I'm missing from the new improved construction system, that I'm getting wrong?

    I would really like to continue playing this save if I can help it and not have to restart.

    I welcome any suggestions

    TIA ^^:D

  • This isn't a real glitch. Your walls are inaccurate, so that the interior walls are not completely covered by the wallpaper. In this case I make the planks a littlle thicker. Not much, about 0.01 or 0.02. You can use the size command for it.

  • Thank you for your response Deirdre, now I feel like a plank :lol:

    In the video I had it at 0.1 and the other wall I did worked fine. Just the wall in the video didn't.


    But anywhoo, I changed it to 0.2 and now it works perfectly. (this is a little embarrassing)


    Thank you ^^

    Edit: still getting use to the new construction system

  • Thanks for the video :) It looks like the problem is that the planks you're placing are perfectly overlapping with the existing blocks, i.e. the front face of the plank is exactly at the same position as the front faces of the blocks. The game tries to reduce flickering by adding a minor offset to each element, that's why sometimes the planks are visible correctly and sometimes the blocks become visible through the planks.


    When rotating elements while the pivot snapping mode is active, it highly depends on which pivot (the blue dots) you're looking at. In automatic mode, the game always tries to find the nearest pivot on your active element. For instance, if the front left pivot is active (green), the back left pivot on your active element is used for snapping. I tried to illustrate this on this image:



    The black block is the existing block, the red block is your active block (and the dotted line shows how your plank, i.e. the block after resizing, looks like in your particular case). The green dot is the active pivot. Now if you rotate the block/plank counter-clockwise, it will end up being in the same position as the existing block, because the game keeps the active pivot. The reason is that this makes it easier to build curved walls, for example.


    There are basically two ways to "fix" this: One option would be to use another pivot. Instead of looking at one of the left pivots on the existing block, look at the center or right one. If the plank position doesn't match, you could use manual positioning (right ctrl) to bring the plank into the correct position (if the grid is active, make sure to reduce the grid size while doing that). After the first plank is placed, you can disable manual positioning and snap all other planks on the left or right face of your placed plank then.


    Another option would be to swap the X and Z size of your plank, so you don't have to rotate it at all. There is also a console command to do that: swapsize x z. Then you can just reset the rotation (backspace). Snapping would then look like this:


    The downside of this approach is that this has to be done everytime the facing of the existing wall changes.


    A third option would be to use panes instead of blocks/planks. Apparently you want to have a different texture on the inside of your building (similar to plaster or a wallpaper)? You could then use a pane. It's more performant and easier to build with. Unfortunately it doesn't show up in the crafting menu (unless you're crafting glass panes), but they're still available via console command:

    That brings up a menu where you can select the desired texture. The pane shouldn't suffer from the same issue as the blocks when overlapping with existing blocks. It's our intention to make them accessible from the crafting menu too ^^


    There is also another thing we could do maybe: the rotation handling you're experiencing currently depends on the block shape. If you use another block shape (e.g. a ramp or arc), it will behave differently - the block rotation will be taken into account when determining the proper pivot. If this handling was also available for blocks, it would solve your problem and make building with planks (in combination with the pivot snapping) a lot easier. The downside is that building curved walls would be a bit more difficult. Maybe it would work if this was a separate option? :thinking:

  • Glenos I have no problems because I always use the grid. If the plank looks like on your screenshot, I push the wallpaper outwards a little bit. You can use the magnetfunction to connect the parts. My wallpapers are thin, really thin, not more than 0.02

    As you can see in my pictures, one of the wallpapers is too thin, it glitches into the wall, this doesn't happen with the thicker wallpaper.

    You can make your planks thinner, they should just be a little distance from the wall.

    Have fun trying it out. ^^

  • Thanks Red for your well illustrated and explained response. This makes much more sense, the pivot points are new to me and I think you can tell from my video that I didn't fully understand the pivot points and rotation of the objects its much more clearer now and I have this thread to quickly refer to for the time being. Also yes, I was trying to change the interior texture so it is different to the outside. I have built this way many times in the java version. I must admit the construction system in the new unity version is a much more improved way of doing things. It is a great USP!!


    There is also another thing we could do maybe: the rotation handling you're experiencing currently depends on the block shape. If you use another block shape (e.g. a ramp or arc), it will behave differently - the block rotation will be taken into account when determining the proper pivot. If this handling was also available for blocks, it would solve your problem and make building with planks (in combination with the pivot snapping) a lot easier. The downside is that building curved walls would be a bit more difficult. Maybe it would work if this was a separate option? :thinking:


    :thinking: Hhhhmmm.... having it as a separate option would be a brilliant idea just to make it as a more of QOL feature. Maybe one way of doing this is having the pivots points as an option for turning on and off? Also I think that this question is best for players with more experience with the new version, maybe someone else agrees.


    Also, while trying to find a work around whilst trying to figure out where I went wrong. I discovered the paint roller (never used until today) again another cool building tool. I have a small suggestion for it. perhaps if there's a way to make it possible using this to paint individual faces of a block as an option also, as well as having it as the default of painting the whole block?


    Again thank you for the explanation ^^:D

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