Quick answer: Set the overlay camera's Render Type to Overlay, add it to the base camera's stack, and ensure the overlay clears or shares depth deliberately so weapons or UI sort right.

If your first-person weapon or UI camera z-fights the world in URP, the overlay's depth handling is wrong. Configuring the stack fixes it. Here is how.

How to fix it

1. Set Render Type to Overlay

On the secondary camera set Render Type to Overlay. Overlay cameras cannot have their own clear flags for color; they draw on top of the base camera's target.

2. Add it to the base stack in order

On the base camera's Rendering tab, add the overlay to the Stack. Stack order is draw order, so put the weapon/UI overlay last to render above the world.

3. Use a separate depth pass for weapons

For first-person arms that must never clip walls, render them in an overlay that clears depth so they always draw in front of the base scene geometry.

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.

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