I want to show hidden objects thourgh an sort of maginfying glass that can see those objects when looking through it. How exactly does it work?

There are a couple of ways I can think of, and both are rather complex to explain in detail, these are guidelines to give you something to satart with:


The frist one would be a shader, clipping pixels based on the screen position (in this case outside the circle of the magnifying glass. You can learn more about this shader feature here (“under Screen space pixel position: VPOS”):


The second one would be to put the hidden objects in a layer that the main camera does not render. A secondary camera with a lower dept would be rendering that layer in front. A mask can help shape that “viewport” as a circle or any other shape, like this: How to mask Camera in Unity? - YouTube