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Question by Le_Tai · Nov 13, 2014 at 12:01 PM · camerafpscutoff

model get cut off

Im making a FPS game and I just created a hand model for this, but when I import it to Unity the half closer to the camera disappear and I only can see both in scene and game view the half which suppose to be cover behind. When I orbit around the hand in scene view the half suppose to be in front always transaprent. So how to fix it or I just discover my X-ray vision?Thanks alt text

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avatar image blueLED · Nov 13, 2014 at 09:25 PM 0
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Updated my answer below.

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Answer by blueLED · Nov 13, 2014 at 12:05 PM

I believe you need to adjust the near clipping plane of the camera. It's in the properties if you select your camera.

Actually when I look closer, it looks like your normals are flipped. When you import, make sure to flip them the other way.

Normals are what control which way the polygon faces.

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avatar image Le_Tai · Nov 15, 2014 at 06:57 AM 0
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oh thanks! But do I need to flip normal for every model I import to unity or it just how I created it?

avatar image blueLED · Nov 15, 2014 at 09:24 AM 0
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It depends on the 3D application you used to make the model. When you export, there should be a checkbox or something that lets you "flip normals". Or you have to select all the faces and go to a menu option that will flip them. $$anonymous$$ost 3D apps have that menu option.

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