This is clipping. you have 2 faces in the exact same place. The renderer doesn’t know which one to show so it shows this weird glitchy effect. If the 2 clipping faces are 2 seperate objects move one of the 2 a tiny bit. If they are one (A mesh for example) you would have to move one of the faces a bit.
I think you mean you want to fix the issue? In that case simply move all the faces which are in the exact same position by simply selecting and deleting the face which it decides is on top, if that was the wrong one, move it over and delete the other part then put it back.
This is actually an effect called z-fighting. @xaIency pretty much described the problem accurately.
Your game has 2 parts that are either the floor or on the floor that have the same height. My best guess is that you have one part that is applying the tile texture while another part is responsible for the concrete texture.
That is not the character clipping. Light bounces off of the ground and gets reflected onto the character, but since the floor keeps changing due to the clipping the light changes in power and color too.
After heavy testing, it seems that if you have two light parts together, the game won’t know which way to cast the shadow. Originally my lights had two parts, each of them having a PointLight. They were less than a stud apart, making them really close.
To fix this, I removed both PointLights and added a part in the middle that had the light attached and activated shadows.
edit: textures were not an issue with the lighting
I did more testing and it seems there are a few different variables that are causing it. For me, it had to do with 1) how close the pointlights are and 2) how many there are.
I noticed while redoing the lighting, that I only began having issues once I exceeded a certain amount of these lights. I noticed issues probably around 100 pointlights and my game has about 300-350 fully completed.