Quick answer: Disable the camera's collider/character controller in noclip, shrink the near clip plane, and move by directly setting position so nothing pushes it out of walls.

Your noclip lets the debug camera fly anywhere, but walls slice through the view and the camera judders against surfaces it should pass through. The cause is leaving collision active and a near plane too far to hide geometry up close.

How to fix it

1. Disable collision in noclip

Turn off the camera rig's collider or character controller while noclip is active, and move by setting transform.position directly. Leaving collision on makes it bump and get pushed out of walls.

2. Shrink the near clip plane

A large near plane clips geometry the moment the camera is close to a surface. Reduce the near plane (e.g. to 0.01-0.05) so you can fly right up to or through walls without the view cutting away.

3. Skip gravity and physics

Detach the camera from any physics simulation in noclip so gravity does not pull it and triggers do not fire as you pass through them.

4. Restore everything on exit

Re-enable the collider, gravity, and original near plane when leaving noclip, so the debug mode does not leave gameplay collision broken.

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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.