Camera Orientation Causing Clipping Meshes

Godot Version

`Godot 4.5"

Question

Hello! My issue is with how the camera renders flat planes on each other. In my game, most assets are flat plane meshes that have a texture slapped on them, to save on space. However, depending on where the player camera is, the planes begin to clip behind or in front of each other.



The first image depicts the camera facing more rightwards, where the second image has the camera to the leftwards. How do I stop them from clipping like this? I have no clue what to do.

If you place one of them a little bit (like 0.01) in front of the other, they shouldn’t clip anymore

Unfortunately these meshes ARE separated by about 2 meters. Despite the distance they still clip into each other.

Set material transparency mode to depth prepass.
Alpha scissor mode should work as well if you don’t need anti-aliased edges.

This one worked perfectly! Both modes immediately fixed the issue, thank you for the help!