Quick answer: Replace the raycast with a SphereCast of the camera's near-plane radius and snap the camera to the hit distance, optionally smoothing the pull-in to avoid pops.
If your camera pokes through walls when you orbit fast, a thin line cast is missing geometry. A SphereCast with a radius fixes it. Here is how.
How to stop it
1. SphereCast instead of Raycast
Cast a sphere sized to the camera's near-clip radius from the pivot toward the desired position with Physics.SphereCast. The volume catches thin walls a zero-width ray slips past.
2. Place the camera at the hit distance
If the cast hits, position the camera at the hit point minus a small buffer along the cast direction so the near plane stays in front of the wall.
3. Smooth the pull-in but snap the push-out
Lerp the camera toward the wall when retreating but move it in instantly when a wall appears, so it never shows a frame of geometry clipping.
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 Unity 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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.