Quick answer: Sample noise in a single continuous world space, share edge vertices between chunks, and recalculate normals using neighbor data so lighting matches across the seam.

Your procedural terrain shows visible cracks or lighting seams where chunks meet. The neighboring chunks are sampling noise inconsistently at their shared edge. Here is how to make them align.

How to fix it

1. Sample noise in world space

Feed the noise function global world coordinates, not per-chunk local coordinates. When each chunk uses its own origin, the shared edge evaluates to two different heights and a gap opens up.

2. Share or duplicate edge vertices exactly

Ensure the vertices along a chunk boundary use identical positions to the neighbor's edge vertices. Even a tiny floating-point difference at the seam produces a visible crack.

3. Match normals across the seam

Compute edge-vertex normals using the neighboring chunk's geometry, not just the local triangles. Otherwise lighting differs across the boundary even when the positions line up perfectly.

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.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.