Quick answer: Sweep a collision trace from the player to the desired camera position and pull the camera in to the first hit, so it stops in front of walls instead of clipping through them.

A camera that clips through walls ignores geometry between it and the player. A collision trace that pulls it in fixes it. Here is how.

How to fix it

1. Trace from player to camera

Each frame, sweep a ray or sphere from the player to the camera's ideal position. If it hits a wall, the camera should sit at (or just in front of) that hit point instead of beyond the wall.

2. Pull the camera in to the hit

Place the camera at the first collision along the trace, slightly offset so it does not clip the surface. This keeps the player visible while preventing the camera from entering geometry.

3. Smooth the adjustment

Snapping the camera in and out as walls come and go looks jarring. Smoothly interpolate the camera distance toward the target so it eases around obstacles rather than popping.

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 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.