empty meshes? all meshes are hollow they dont contain anything if thats what you mean. you can make the material double sided but that just makes you see the same texture when you inside. But as @SupportiveEntity has said already, you are not inside the scenery meshes, though you may clip inside your character.
To avoid this you would have to change how your camera avoids walls, maybe raise it up or force it wo one side when blocked.
To elaborate further, you will incur performance costs making everything double sided, as well as causing lighting issues for anything that isn’t water tight in some scenarios.
Common game design wisdom often dictates that if a player is trying to clip their camera through walls in your single player game, and it’s their intention and if it’s not critical to stopping it, it’s fine and better to not waste your limited resource (Time) as an indie. It’s often best not to sweat the small details at the start of your learning journey, as it will hinder your learning progress. Though it as absolutely imperative to keep asking questions as they will help your growth exponentially! I look forward to seeing you progress!
Hello. I will be very glad if you help me. In the first photo there is a regular camera like mine, that is, when an object collides with the camera anywhere, it gets closer. But I need it a little differently. I need the camera to react to collisions only when it hits a sphere, as in the second and third photos. Many thanks for the help. It may be a little unclear because I am writing through a translator, but I hope you understand. Thanks again for your help
Hey there @UThinkUreTheKing! So the sphere check is actually already built into the camera collision setup. The variable Probe Size. There isn’t a built in way to visualize the probe itself though, so if you want to visualize the size of it, you can add a sphere collision to the camera, then set it to your Probe Size and you can see the size of the probe (with correct location if I remember correctly), like the image below. The probe itself is checking the entire path, so if it hits anything before it makes it to it’s max length it will still retract in.