Quick answer: Choose the outline method suited to the geometry, smooth normals for hull outlines, and tune edge-detection thresholds for clean edges.
Outline shader artifacts are technique limitations. Tuning or switching methods fixes them. Here is how.
How to fix it
1. Match the method to the geometry
Inverted-hull outlines break on hard edges with split normals; post-process edge detection misses interior edges. Choose the method that suits your art — hull for smooth-normal characters, edge detection for varied scenes.
2. Smooth normals for hull outlines
Inverted-hull outlines need smooth (averaged) normals to avoid gaps at hard edges. Where the model has split normals, the hull splits and the outline breaks. Use smoothed normals stored for the outline pass.
3. Tune edge-detection thresholds
For post-process outlines, tune the depth and normal thresholds so real edges are detected without noise. Thresholds too tight miss edges; too loose outline everything. Tune for clean, complete edges.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.