Hi @will
The scene below consists of boxes on platforms, plus one platform for our viewpoint. Each box is 20 m^3, and each of their platforms is 100 m^2, and these start from the origin. Our viewpoint is on a platform 200 m directly to the right from the origin and 50 m up. We can ignore the trig we can do that accounts for our exact location; the issues here can be made sense of over an error within 200-500 m.
One series of boxes-on-platforms extends adjacently up to 1 km in front of us. The tenth box is at the end of this series. After that, one box-on-platform is placed every 0.5 km.
Three windowshots follow.
(1) From the editor, we see that the actual far clip limit is around 3.3 km. Anything beyond that disappears. I actually have box-on-platforms going out to 5 km. But we only see the farthest one at 3 km and not at 3.5 km and beyond. I placed a “threshold” box-on-platform to the right of the 3 km one. It’s at 3.3 km. At 3.4 km, it cannot be seen from this viewpoint.
Note the Editor Far Camera Clip field is set to 5000 (5 km).
(2) This second shot from the editor shows the perspective of the player at the start of the sim. We can see that its camera far clip is set to 5 km, while the editor clues us that we may not see that far in-game as the peripheries’ solid white lines turn gray.
(3) The final shot is in-game, with all the settings as they were. We’re able to see the tenth 1 km box-on-platform to the left, but not that ones at 1.5 km and beyond. I placed another threshold box-on-platform to the right. This one’s at 0.9 km and disappears if it’s placed directly backwards at 1 km (incidentally, we can see a little farther at the periphery, but this point is of no matter to the present issue.)
So these are the issues:
While it’s quite understandable that there must be limits to camera far clips for optimization purposes, either (a) the editor and camera far clip settings should have a restricted upper-bound, higher numbers than which you cannot enter, which represent the actual capacities of the editor and game cameras, or (b) let the developer deal with any problem that arises from arbitrarily far camera clips … but don’t let us enter in numbers and present us with something that goes against user-friendly expectations.
And finally, other than a probable oversight deep in the source code (which not all developers have time to learn to fix), it makes very little sense for the editor camera and game camera to have different ultimate capacities. If the editor camera lets us see out to 3.3 km, then there wouldn’t be any natural barrier to the game camera letting us see out to 3.3 km.
Best regards