Not a cheat. Not ESP. Not X-Ray.
Wall Peek reveals nothing hidden — it simply lets the camera sit where it actually wants to be, instead of letting blocks push it into your face.
Vanilla Minecraft's third-person camera works like this: the engine picks a desired distance behind the player, then fires a raycast toward that point. If the ray hits a block, the camera gets pulled closer. That raycast is exactly why the camera constantly snaps to the back of your head whenever you stand near a wall, walk through a narrow corridor, or crouch under a low ceiling.
Wall Peek cancels that raycast while the feature is enabled. The camera stays where it should be. Blocks do not become transparent — you see them normally, the camera just physically sits behind them.
Option enabledByDefault (default: false).
Set to true and the effect will be active as soon as you load a world, without pressing the toggle key first.
Option affectFrontView (default: true).
The front-facing view is when you press F5 twice and see your character's face. Disable this and Wall Peek will only affect the classic over-the-shoulder view, reverting to vanilla when the camera is flipped.
All settings are stored in config/wallpeek-client.toml. You can edit it manually, but the in-game screen is easier.
No — and here is why that distinction matters.
Think of it as "removing camera autofocus", not "making walls into glass."
On servers with rules against client-side mods, check with the administrators first. Wall Peek provides no gameplay advantage, but policies vary from server to server.
The mod uses a Mixin — NeoForge's standard mechanism for surgically modifying vanilla behavior without replacing it wholesale. It injects into the method Camera#getMaxZoom(float), which is responsible for the wall-collision raycast that limits camera distance. When Wall Peek is active, the method returns early with the original distance unchanged — the raycast never runs and the camera stays put. No other methods, classes, or systems are touched.