Layers aren’t exactly what I’m looking for in this scenario. Basically, I want two (or more) cameras to be able to move across a timeline and render objects if and only if they exist at that point in the timeline. Time travel shenanigans.
Example Timeline:
<–WWWWW-------OOOOO-------------->
As the camera moves back and forth across the timeline (via player input) it would only see the Ws when at a point when they exist. Same for the Os. Naturally, there would be more than two objects and overlaps will certainly occur.
Is there a way to, on the camera, grab a variable from the objects and only render it if that variable matches? The only solution I found was to iterate through every object and enable/disable the rendering of it depending on where the camera is and that feels really clunky when done for multiple cameras in succession.