camera-anti-clip · git:20260912.a22b95e · 2026-09-12 · sha256 7a4a675a1dfa52e1
camera-anti-clip git:20260912.a22b95eA
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--- name: camera-anti-clip description: Keep the camera out of world geometry. Sphere sweep from pivot to desired pose. Use for third-person clip, wall suck-in, orbit collision. Ask the camera column first. Never start from SpringArm3D or Cinemachine. --- # Camera anti-clip Ask the column: | Column | Pivot | Occlusion | |---|---|---| | orbit-third | chest | decollide; fade optional | | over-shoulder | shoulder | decollide hard | | sidescroll | plane lock | push on depth only | | lock-strafe | lock point | keep both actors framed | | first-person | eye | near-plane only | ## Rules 1. Sweep a sphere, not a single ray. Radius >= nearClip + skin. 2. Hit this frame: pull in immediately. Clear: ease out (fast-in, slow-out). 3. Ignore the player collider and the camera body. 4. Decollision is default. Deocclusion (see through foliage) must not collapse to first-person. 5. Solve after actor pose, before render. Do not parent to a rolling root bone. 6. Shake and kick are offsets applied after the sweep. ## Accept - Back into a wall: lens never crosses the solid - Thin pillar: no per-frame flicker - Climb over a lip: camera sees the ledge, not the interior