Is there a way to adjust the clipping plane of the editor’s scene view camera? I would like to change it as my scene is huge (in terms of size) and I have trouble looking at/ clicking on objects that are far away from where the camera is. And sometimes objects that are close by gets clipped (i assume due to near clipping plane)
I posted a similar question sometime ago:
and Joshua suggested me to press F to focus the object I was interested in, since the editor would adjust the planes automatically.
It works, but I still claim to the Unity team to give us some kind of control - my suggestion is something like mouse wheel plus Ctrl or Alt etc. to adjust not only the near plane, but also the right button pivot.
If you select something that has “mesh data” associated with it you’ll get far better results when using Fit. Selecting empty objects nearly always fails to focus in on just the bounding box of my selection. Someone could probably write a “Better Fit” script by iterating sub-items of the currently selected item to get a pseudo-box; that guy ain’t me though.
It’s also important to point out that the cameras used for Perspective (the center of the view widget) and side views aren’t the same. If you start out in side view, then rotate the camera I’m finding that you get significantly less clipping than if you start out in perspective mode.
The editor clipping plane can be a pain, definitely. I find that using “f” to zoom onto an object and then using ALT-RIGHT MOUSE BUTTON and moving the mouse is a better zooming solution than the mouse wheel once you’ve focused on the object. Using the mouse wheel tends to bring the clipping right back, but using ALT-RMB seems to be a smoother zoom.
Distance from object is important, but if you’re working with terrains, the center of the terrain is far away.
Try (alt + center click) until you see the screen pan to your clicked point, then you can rotate around that spot with less clip.
Had the exact same problem and figured out the Scene View camera is zoomed out too far. The fix. Zoom out, then use the WASD keys(or however else you want to move the camera without zooming) to move
the camera back toward what you want to be looking at, toward the thing(s) that were previously being clipped out of view. You’ll more than likely need to do this multiple times before the clipping is adjusted
to the desired value.
Ok so i know hwy this is happening. when you focus it changes the clipping plane depending on the objects size like if i focused on terrain then it would clip stuff right in front of me but if i clip something like a light source something that is small it has almost no clipping.
So just focus on something small to fix
The final points I got exploring Editor’s camera behaviour is:
- Moving the camera with RMB+WASD is not affecting FOV nor clipping planes;
- Zooming the camera with Mouse wheel is changing the near clipping plane distance: zomming in makes it closer, zooming out moves it away.
So the conclusion is: zoom in with mouse wheel when you need cliping plane closer or zoom out to move away, or use keyboard controls to not affect the clipping plane’s position.
Since this is the top google result for this question, it seems worth updating with a modern answer:
As of 2019.1, the scene view panel’s toolbar offers a menu for configuring the editor camera.
The button:
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The menu:

Previously you could fiddle with the camera zoom to adjust the scene view camera’s near plane, but this actually no longer works with the Dynamic Clipping feature, which is enabled by default and clips scene view content at the same distance from the camera no matter how you’ve zoomed it. Disable this feature to enable editing of the Clipping Planes fields. The default Near value of 0.03 is very small, you likely won’t need to change it.
For more information see the official scene view Camera documentation (2019.1)
If none of these answers help you – if the object that is being clipped has a Skinned Mesh Renderer component on it, click the “Edit Bounds” button and make sure that the bounds are surrounding that game object (if not, this will cause issues with the game camera as well, not just the scene camera).
The camera in Unity is catually quite smart. Depending on what you select it will scale the zoom and pan steps.
As @tingham points out, you need to select the mesh and not an empty parent object (or an object where Unity can’t read the size of it).
Example: select a planet with scale 12000, you will zoom right past a small scale 1 sattelite (it also gets clipped). Select the Sattelite Gameobject and you get the same behavior (not what you want).
But, if you select the mesh of the sattelite, you will get a proper F key focus and your movement through the scene and clipping will work just as expected.
Wow thanks for this pearl!
Look at the Scene viewport, next to Gizmos is a camera icon - click it - you’ll find what you are looking for in there! untick that pescky tick box so you can edit the clipping planes - adjust the clipping planes to your hearts content!
Great answer! relser99! Thank you.
P.