Quick answer: Set a minimum camera distance, fade or hide the player model when the camera is very close, and smoothly handle the camera being pushed in.
A camera pushing into the player is missing a minimum distance and fade. Here is how to fix it.
How to fix it
1. Set a minimum distance
Clamp how close the camera can pull in when a wall pushes it, so it does not end up inside the player. The camera should stop at a minimum distance rather than clipping through the model.
2. Fade the player when close
When the camera must be very close, fade out or hide the player model so the camera does not clip into it. This keeps the view clean when the minimum distance is reached against a wall.
3. Smooth the push-in
Interpolate the camera distance as walls force it in and out, so it eases rather than snapping into the player. Combined with the minimum distance and fade, this keeps tight spaces from breaking the camera.
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.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.