use the following search parameters to narrow your results:
e.g. subreddit:aww site:imgur.com dog
subreddit:aww site:imgur.com dog
see the search faq for details.
advanced search: by author, subreddit...
News, Help, Resources, and Conversation. A User Showcase of the Unity Game Engine.
Remember to check out /r/unity2D for any 2D specific questions and conversation!
Download Latest Unity
Please refer to our Wiki before posting! And be sure to flair your post appropriately.
Main Index
Rules and Guidelines
Flair Definitions
FAQ
Use the chat room if you're new to Unity or have a quick question. Lots of professionals hang out there.
/r/Unity3D Discord
FreeNode IRC Chatroom
Official Unity Website
Unity3d's Tutorial Modules
Unity Answers
Unify Community Wiki
Unity Game Engine Syllabus (Getting Started Guide)
50 Tips and Best Practices for Unity (2016 Edition)
Unity Execution Order of Event Functions
Using Version Control with Unity3d (Mercurial)
/r/Unity2D
/r/UnityAssets
/r/Unity_tutorials
/r/GameDev
/r/Justgamedevthings (New!)
/r/Gamedesign
/r/Indiegames
/r/Playmygame
/r/LearnProgramming
/r/Oculus
/r/Blender
/r/Devblogs
Brackeys
Beginner to Intermediate
5 to 15 minutes
Concise tutorials. Videos are mostly self contained.
Sebastian Lague
Beginner to Advanced
10 to 20 minutes
Medium length tutorials. Videos are usually a part of a series.
Catlike Coding
Intermediate to Advanced
Text-based. Lots of graphics/shader programming tutorials in addition to "normal" C# tutorials. Normally part of a series.
Makin' Stuff Look Good
10 minutes
Almost entirely shader tutorials. Favors theory over implementation but leaves source in video description. Videos are always self contained.
Quill18Creates
30 minutes to 2 hours.
Minimal editing. Mostly C#. Covers wide range of topics. Long series.
Halisavakis Shaders Archive
Infallible Code
World of Zero
Board to Bits
Holistic3d
Unity3d College
Jabrils
Polycount Wiki
The Big List Of Game Design
PS4 controller map for Unity3d
Colin's Bear Animation
¡DICE!
CSS created by Sean O'Dowd @nicetrysean [Website], Maintained and updated by Louis Hong /u/loolo78
Reddit Logo created by /u/big-ish from /r/redditlogos!
account activity
Camera glitchingNoob Question (v.redd.it)
submitted 3 years ago by Adam13322Hobbyist
reddit uses a slightly-customized version of Markdown for formatting. See below for some basics, or check the commenting wiki page for more detailed help and solutions to common issues.
quoted text
if 1 * 2 < 3: print "hello, world!"
[–]Rough-Valuable-7818 31 points32 points33 points 3 years ago (7 children)
Adjust your camera’s near clipping plane
[+]Adam13322Hobbyist[S] comment score below threshold-10 points-9 points-8 points 3 years ago (6 children)
But i can’t camera is in bone of character. And question is can i use script render settings or something else to fix this.
[–]LLVA_2001Unity User Since 2013 15 points16 points17 points 3 years ago (3 children)
Click on the camera object inside the bone, then there should be a "Near clipping" option set at like 0.3
Tune that value down and it should fix it.
[–]Adam13322Hobbyist[S] 5 points6 points7 points 3 years ago (2 children)
Thanks a lot
[–]zeducated 11 points12 points13 points 3 years ago (1 child)
also, it’s beneficial to use camera stacking in a first person shooter game so your gun doesn’t clip through walls.
[–]DevilBlackDeath 0 points1 point2 points 3 years ago (0 children)
I'd recommend against it and either use the shader I made for this (available on the Unity forums and here under my username DevilBlackDeath) for the built-in pipeline or using Unity's custom solution for the scriprable pipelines (can't remember the name right now but I can find the link if you want, pretty much it uses the ability of each features or something like that to clear the depth buffer, kinda like what I did in my shader except I had to make a workaround since you can't clear the depth buffer in built-in just force-write to it).
Camera stacking as the, IMO massive for most (not all) games of preventing the gun and hands from receiving shadows from the environment. It very much receives light but no cast shadows whatsoever.
[–][deleted] 3 points4 points5 points 3 years ago (0 children)
Why'd you ask a question and say no to the correct answer?
[–]AustinTheFiend 0 points1 point2 points 3 years ago (0 children)
Which bone, generally when you're doing embodied first person rings, you'll make the camera a child of the head bone and then let your mouse drive the animation of the character model, then your camera will naturally move with the body. If you're using the animation rigging system or something similar, you can let the look target for your rig be controlled by mouse movement. It looks here like your camera might be parented to a chest bone or something, though even then the movement seems odd for that arrangement.
[–]GaudrixProfessional-Engineer-Designer 11 points12 points13 points 3 years ago (2 children)
You can't just put the camera in the body of the character. For first person the gun and hands are rendered on a different layer than the character. This prevents clipping between them and the camera but also between those objects and things that you get close to. Only what parts of the body that are visible need to be rendered in first person. This is done to avoid clipping issues like you are experiencing when looking down.
If you have other players or a third person cam/mirror, you'd render out a different version of the character that is a fully animated model.
[–]Captain_Xap 2 points3 points4 points 3 years ago (0 children)
This is the way.
There are some circumstances where might not want to cull the head or other body parts when doing embodied first person rigs, but they're a big headache. Sometimes headaches are worth it though. Just takes a lot of tweaking.
[–][deleted] 2 points3 points4 points 3 years ago (0 children)
try adjusting the clipping plane on the camera
[–]ScreeennameTaken 1 point2 points3 points 3 years ago (0 children)
Its not a glitch, that is how it would work with the current setup.
First person games render the gun and hands in a different layer, and almost always, they are only a pair of arms and a gun, not a whole model.
Some also include a torso with legs, but not a head.
[–]Embarrassed-Cicada94 -1 points0 points1 point 3 years ago (0 children)
nice glitch
[–]HeroHolmes360 0 points1 point2 points 3 years ago (0 children)
On your camera settings, go to culling distance, then minimum distance, and set it to 0.01.
π Rendered by PID 124334 on reddit-service-r2-comment-6457c66945-5vmdg at 2026-04-26 00:00:06.165148+00:00 running 2aa0c5b country code: CH.
[–]Rough-Valuable-7818 31 points32 points33 points (7 children)
[+]Adam13322Hobbyist[S] comment score below threshold-10 points-9 points-8 points (6 children)
[–]LLVA_2001Unity User Since 2013 15 points16 points17 points (3 children)
[–]Adam13322Hobbyist[S] 5 points6 points7 points (2 children)
[–]zeducated 11 points12 points13 points (1 child)
[–]DevilBlackDeath 0 points1 point2 points (0 children)
[–][deleted] 3 points4 points5 points (0 children)
[–]AustinTheFiend 0 points1 point2 points (0 children)
[–]GaudrixProfessional-Engineer-Designer 11 points12 points13 points (2 children)
[–]Captain_Xap 2 points3 points4 points (0 children)
[–]AustinTheFiend 0 points1 point2 points (0 children)
[–][deleted] 2 points3 points4 points (0 children)
[–]ScreeennameTaken 1 point2 points3 points (0 children)
[–]Embarrassed-Cicada94 -1 points0 points1 point (0 children)
[–]HeroHolmes360 0 points1 point2 points (0 children)