Summary
When looking through a camera that’s placed outside of the draw distance of the player, any player that’s in the Camera IO’s FOV is invisible.
I believe this is because the cameras make use of the player’s position when checking what to draw. This is inconsistent with the Post Processing Volume, which does apply to camera views.
Logically, the camera should make use of its own position when checking what should be drawn.
Steps to Reproduce
You need 2 players for this.
Player 1 will be looking through the cameras, Player 2 will be in the camera’s FOV.
- Place 2 Camera IO instances. 1 should be near Player 1, another should be far away. If Player 1 can no longer see Player 2 without looking through the camera, that’s far enough
- Have Player 2 stand in view of Nearby Camera
- Have Player 1 look through Nearby Camera, Player 2 will be visible
- Have Player 2 stand in view of the Faraway Camera
- Have Player 1 look through Faraway Camera, Player 2 will not be visible
What I expected to happen
Player 2 to be visible to Player 1 when looking through a faraway camera.
What happened
Player 2 is not visible to Player 1 when looking through a faraway camera.
Notes / Media
Slightly related: I think that the distance in which other players are drawn is really short. There are so many cool things that can be done if there is an option to increase that.