I have tried SEVERAL ways to accomplish the implementation of an ADS (aim down sights) system on a true first person player and have finally resorted to attaching a camera to a “sight” socket on my weapon then switching between the 2 cameras on aim. Now my problem is that since the camera on the weapon is so close to the weapon, the mesh clips meaning I can see through it. Obviously this is undesirable and need to remedy it. I have tried adjusting the near clipping plane in the project settings but it provides zero help.
Does anyone have any ideas as to how I fix this? There’s obviously a way to do it; the shooter game has closeup of weapon/sights during aim and there’s no issues there. I have tried deciphering the implementation of their ADS system but it was written in C++ and I’m not good enough with that yet to figure it out.
Can anyone help me with the clipping issue or provide a better solution to an ADS system? Clipping for me will need to be solved at some point regardless as seeing through any object that doesn’t have a transparent shader will be less than ideal.
Thanks for any help!