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Question by aldonaletto · May 19, 2011 at 03:21 PM · scene view

Near plane adjustment in Scene View

How can I adjust the near plane clipping in Scene View? It seems the near plane is automatically adjusted by the Editor in the Scene View, but sometimes it becomes too far, clipping out the objects I want to manipulate, or too near, leaving nearest objects or terrain unclipped in front of the things I need to reach. The same thing occurs with the right button pivot point, sometimes automatically adjusted too far or too near. If there's no adjustment way already defined in current version, I suggest in future versions something like CTRL, SHIFT or ALT plus the mouse wheel to do these adjustments in the Scene View.

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Answer by Joshua · May 19, 2011 at 03:25 PM

Select an object and press f (while focus is on scene view) to point you camera at it and put the focus point on that object. This will adjust clipping planes to suit the object's size.

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avatar image aldonaletto · May 21, 2011 at 05:00 PM 5
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Thanks, Joshua - it works fine. Anyway, I will mantain my suggestion to the Unity $$anonymous$$m: give us the power! Please provide some handy way to adjust the near clipping plane and the right mouse movement pivot - it would be great!

avatar image Simon-O · Jan 19, 2016 at 11:05 PM 1
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This is is great as long as you want to look at the whole object. As soon as you want to zoom in and (say) exa$$anonymous$$e the texturing, the object disappears. Very frustrating

avatar image Simon-O · Jul 18, 2016 at 12:44 AM 0
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This works in most cases, however, when selecting small objects in large scenes, the near clipping plane is set to a ludicrous value (in my case it seems to be ~150-200) which makes looking at the object fine, but seeing the surrounding terrain near-impossible.

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Answer by AsaBattle · Mar 04, 2017 at 09:01 AM

Had the exact same problem and figured out the Scene View camera is zoomed out too far. The fix. Zoom out, then use the WASD keys(or however else you want to move the camera without zooming) to move the camera back toward what you want to be looking at, toward the thing(s) that were previously being clipped out of view. You'll more than likely need to do this multiple times before the clipping is adjusted to the desired value.

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avatar image John7999 · Mar 05, 2017 at 02:01 PM 0
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This is so much better, THAN$$anonymous$$ YOU! This should be the best answer

avatar image Arnav_K · Jun 08, 2020 at 04:18 PM 0
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Thank you so so much!! i had the opposite problem ( near clipping was too far) but followed opposite steps and it worked .! You are a lifesaver thanks!

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Answer by leeandroo · Apr 16, 2018 at 08:41 PM

Hold right mouse button, then press W or S, to increase or decrease clipping value.

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avatar image Bunny83 · Apr 16, 2018 at 08:52 PM 2
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Pressing W or S does not increase or decrease the clipping planes at all. It just moves the camera with the plane. You have to use the mouse wheel which will actually adjust the clipping planes. AsaBattle has explained the process in detail. This answer is misleading and basically an incomplete duplicate of AsaBattle's answer.

avatar image b1gry4n Bunny83 · Aug 27, 2021 at 02:22 PM 0
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in isometric view (locking the camera to an orthographic axis) holding right click and press W or S works. whether its moving the camera or not in isometric view, idk, but it does give a clipping plane adjustment like effect

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Answer by eilos_reddrex · Jan 22, 2020 at 12:55 PM

I think I found the answer to this issue.

  • Issue and Investigation

I had been having this same issue with one of my humanoid models in Scene view. I imported the model from Blender with an origin of (0,0,0). I added the model to my prefab and then went to add modular components to the prefab (e.g. hair, eyeballs, etc.), but found that I couldn't zoom into the model's face. In fact, I couldn't zoom in any closer than 3 or so meters out from the model without the model being clipped out of view (interesting thing, was that the modular components DIDN'T get clipped out (i.e. the hair would stay in view, but the model disappeared). This became extremely painful because I couldn't zoom in to precisely place the modular components with any accuracy.

With further tinkering, I noticed that the issue was much worse when I was attempting to zoom in on the characters upper portions (i.e. I could zoom into the feet with extreme detail, but if I panned the view such that the feet left the view, the model immediately disappeared; I had to be equally zoomed out as I was panned up). A lot of other suggestions for this are to click [F] which "Focuses" on the model, and I noticed that it ALWAYS focused on the feet of my model. I later figured out that it was focusing on the Origin of my model and furthermore, I figured out that the clipping of the model was occurring based on the origin leaving my scene view.

This let me know that the issue is specifically due to incorrect clipping settings on my model. This lead me to the inspector of the model itself, where I found, on the "Skinned Mesh Renderer" of my model, a set of properties called "Bounds" which has a pair of Vector3 called "Center" and "Extent", both of which were 0'd out.

I've determined that these properties define the clipping bounds of the model. Them being 0'd out meant that if the origin (which was set as center) as well as the surrounding bounds (also 0, 0, 0) left the Scene ViewPort, then the model was clipped out.

  • SOLUTION

By properly setting the Center and Bounds properties on the Skinned Mesh Renderer component of my model such that the bounds outlines my entire model, I am now able to greatly zoom into my model's face without the model clipping out.

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