Orthographic Camera 3D Object Rendering Issue (Clipping), What's wrong?

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What am I missing?

Things I’ve tried. Adjusting the clipping variables on the main orthographic camera. Reversing normals. Tried adding a Y offset in order to hopefully eliminate the clipping, no result. Tried the double sided shaders provided with this asset (Sword Boy). Restarted Unity. Changed the build settings more times than I can count. Checked and unchecked basically every mesh rendering setting option available.

Any help is appreciated.

I can’t say for sure but the logic would tell that your hair object is behind the player. Since you use orthographic, the z position defines the drawing order. Try placing your hair object closer, you can even put it totally outside the head, the camera won’t show.

So my guess is that your player is at z = 0 and your hair may be at z=0.01. It could also be that they are both at 0 and unity consider the player with higher rendering priority.

Just move the hair object closer.

As a side note, using a 3d model for 2d games is a waste of resources. But I guess you don’t have an artist at reach.

What is “near” clipping planes set to? If it’s greater than the default (0.3) then this could be the problem.

I’ve found the solution. If you’re having this problem be sure that your near and far clipping planes are set to as small a range as possible. For a 2.5D Platformer something like 0 for near and 500 for far should do the trick57311-capture.jpg