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(+1)

Thanks. But yeah, I need to mess around with Unity a bit more to figure out how to stop that, I know why it's happening, it's called occlusion culling, where things only get rendered if they're actually on-screen to make the game run better, and the POV camera has a pretty long focal lens (so you can see everything without having to move the camera around constantly) so maybe the engine just thinks the bits near the edges are offscreen when they're not.