Quick answer: Sample triplanar projections from object-space position and normal for movable objects, reserving world-space projection for static level geometry.

Triplanar mapping projects textures along the three world axes to avoid UV seams, which is ideal for static terrain. On a moving prop it makes the texture swim because the projection is anchored to the world, not the object. Here is how to fix it.

How to fix it

1. Use object-space coordinates

For dynamic objects, feed the triplanar blend the object-space position and normal (multiply the world normal by the inverse transform) so the projection moves with the mesh.

2. Keep world-space for static geometry

Leave terrain and architecture on world-space triplanar so adjacent pieces tile seamlessly; the swim only matters when the object's transform changes at runtime.

3. Blend by the sharpened normal

Use pow(abs(normal), k) normalized as blend weights so the three projections combine cleanly and the per-axis swap is not visible at glancing angles.

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 Unity 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.