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Question by Major · Apr 12, 2015 at 05:24 AM · camerarenderingclippingbignearclipplane

Near Clipping Plane Affecting Rendering Massive Objects

I have been messing around with making a full scale space game for a little while, since before unity 5 came out. What I expected to happen when I adjusted the camera clipping planes was that when I adjusted the far one, I could see a farther or shorter distance. Then when I adjusted the near clipping distance it would adjust how close I can see an object. This worked perfectly in Unity 4, no matter how large, or far away this worked. But in Unity 5 when I make really really really big objects that are realllllllly far away I need to adjust the near clipping range to be a rather large value, around 1000, and have the far clipping range at the same value as it would have been in Unity 4. If I don't edit the near clipping range the objects don't render as if the far clipping range was too short. Why does this happen now in Unity 5?

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Answer by Fattie · Nov 17, 2015 at 04:34 PM

Note that it's weird but commonplace:

you often have to have a negative value of the near clipping plane. Particularly in ortho games. Hope it helps somehow

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avatar image Major · Jan 10, 2016 at 05:30 PM 0
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Thanks for the reply. I can't set the near clipping plane of a perspective camera to be negative in the editor. It has to be done via scripts, but if done so nothing renders at all just a white space.

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