Quick answer: Render the view model on a separate near-clip pass so it never clips geometry, or pull the weapon back and lower it when close to a wall.

A weapon clipping into walls is the view model intersecting geometry. Here is how to fix it.

How to fix it

1. Render the view model separately

Render the first-person weapon in a separate pass with its own near clip (drawn over the scene), so it never intersects world geometry. This is how most shooters prevent the weapon from clipping walls.

2. Pull back when close to a wall

Detect when the player is close to a wall (a forward raycast) and pull the weapon back or lower it, so it does not poke through. This adapts the weapon position to avoid the clip.

3. Animate a wall-near pose

Play a lowered or angled weapon pose when against a wall, both to avoid clipping and as a natural touch. Combined with detection, this keeps the weapon from intersecting geometry in tight spaces.

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.