Basic Problems With Using Cameras

I’m new to Unity. In my game I would like to render everything to textures. I then want to map those textures to quads and render to screen only those quads. Lets say I have something ready to render, like a mesh or canvas. I need to set certain camera as rendering output for that mesh/canvas. How can I do that?

One way to do it :

  • Set your objects to layers
  • Set the culling mask parameter to your camera with the layers you want to render with this camera
  • Create render texture assets
  • Set your render texture where you want to write in into the renderTexture parameter of your camera
  • then this render texture is usable as a normal texture so you can put in into a plane or use is with any material as a common texture
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Lets say that I divide my screen into four rectangles. Each rectangle is one camera viewport. How do I control what is drawn where? I understand that I need to apply transforms into camera space, but I also need to apply them to a particular camera space.

Are layers the only way to assign something to a particular camera?

I guess if you explained what you wants to achieve it would be easier… :wink: :slight_smile: