Quick answer: Reduce the camera near clip distance, render the viewmodel in a separate near-clip pass or depth range, and push the camera collision so it never embeds in geometry.

Near-plane clipping is the camera discarding anything closer than its near distance. Lowering near clip and isolating the viewmodel keeps walls solid and the weapon intact.

How to fix it

1. Lower the near clip distance

Reduce the camera's near plane so it clips much closer; balance this against depth precision since an extremely small near plane worsens z-fighting in the distance.

2. Render the viewmodel separately

Draw the first-person weapon with its own narrow near/far range or on a separate camera so it is never clipped by the main scene's near plane.

3. Prevent camera-wall embedding

Add camera collision or a thin pushback so the view never penetrates a wall, which avoids needing an unrealistically tiny near plane.

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.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.