Hi guys I want to reduce my camera view distance to 250 but my scene is surrounded by mountains and active waterfalls and I want them to be always visible(like a skybox). So i created a terrain with the surrounding scenery then childed it to my player. It works great till i move the camera then its a mess as the camera rotates around the childed terrain instead of my player. Basically the effect would be like having a animated skybox .,I’m using the standard first person character controller.
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Treid putting the fps controller on the terrain figured if they both moving at the same time speed and direction that would be a good fix. And when i revolve the camera it will center round my player. But!!! it did not work why not it should work its logical. Instead it shows the scenery transform changing but it remains static.
What @hpjohn tried to tell you was to use two cameras.
The first one needs to have the clear flags set to depth only and the clipping planes set to your normal value and the depth to 0.
The second one has the normal skybox clear flag, clipping planes set between your background geometry that you want to always render(if your objects have a position between 750 and 1250, you put that value in the clipping planes parameter) and set depth to -1.
What you could do aswell is parent all of the background geometry to an empty gameobject with the same position as your character and in script set the gameobject position to your character position in the update loop.
Haven’t fiddled around with the camera much have to try those out. Like the transform in update idea would work better than matching its movement to my char good catch…