The Camera Instance’s NearPlaneZ property affects clipping when an object gets too close to the camera. This wouldn’t be a problem if the NearPlaneZ was something like -0.001 or something similar, but it’s actually -0.1.
That’s a large chunk of the Z axis you can play around with. Roblox should let us change it to improve our way of life, especially us who make FPS games with on screen viewmodels. One way to play around the limit is by scaling everything up by 10x but that’s not practical.
making a fractal game similar to fractal block world, but scaling up/down is super limiting because of both the 2048 stud size limit and the 0.1 stud NearPlaneZ
if the NearPlaneZ was at something like 0.005 i could scale the player far smaller without issues. this makes the minimum player size far smaller, meaning i can lower the default player size and have the maximum player size be much larger relative to default without worrying about the size limit. this way, the player can scale up and down well over a dozen times before reaching engine limitations
In Workspace set its Scale property to something larger than 1 and it’ll make the NearPlaneZ cutoff less significant and as a side effect it will also improve shadow fidelity.
this is a feature request, it would be different if you were asking for help on how to achieve something similar, but thats not what this is. The actual solution would be getting whats requested, and so far that hasnt happened
staff wont look at this if it already is marked as completed, incorrectly giving it a “solution” helps no one
a workaround is not a solution in this case, this is as good as me requesting shader support and marking the solution as reverse engineering studio and implementing it myself
I’m keeping it as a solution because it very much is one because it solved the need for this property. There’s nothing stopping you from resizing workspace, it’s as easy as editing one property.