Camera Inspector window reference for the Built-In Render Pipeline
Troubleshooting cameras
Solve common issues with camerasA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary, such as flickering lights and shadows.
Reduce flickering
Objects, lights, and shadows might flicker if they’re far away. The flickering occurs because distances are too large to calculate positions precisely with floating point math. In each frame, the object, light, or shadow is at a slightly different position, so it moves in and out of the view frustum.
Minimise flickering using one of the following approaches:
- Reduce the far clipping planeA plane that limits how far or close a camera can see from its current position. A camera’s viewable range is between the far and near clipping planes. See far clipping plane and near clipping plane. More info
See in Glossary distance in the Camera InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
See in Glossary window to avoid the distance of objects becoming too large for precise calculations.
- Make everything in your sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary smaller, to reduce distances across your whole scene.
Unity calculates lights and shadows with the world space position as the reference point, for example 0, 0, 0
in a 3D scene. Flickering occurs when lights and shadows are far away from the world space position. To minimise flickering, you can enable camera-relative culling, so Unity uses the camera position as the relative position for shadow calculations. See Culling settings in Graphics settings.
Additional resources
Camera Inspector window reference for the Built-In Render Pipeline