Display camera on part of the UI, but not through a render texture

Hi everyone, I’m building a UI for a game. The game is mostly UI driven but some buttons are part of the world, using canvases in World Space.

As you can see from the image below, there’s progress and the UI part is well on its way. However I’ve just realized something : since the game view is a render texture on my UI, you can’t click on buttons that are in world space.

So my question is this : how can I display the camera in the same way I do in the screenshot, but still keep interactivity via clicks?

Thanks in advance for any ideas !

First Solution: Just cast a Ray whenever the player clicks and check wether the ray hit a button or not (maybe you have to make the buttons 3d objects with that solution)

Second solution: You increase the screen resolution and move the camera a bit back → this way you the objects you render normally ary way smaller (kinda like zooming out). Then you can overlay the space, that wasn’t rendered befor now, with your UI-elements and stil keep the atvantage of the camera, cause you ain’t using a render-texture anymore.

Hopefully I was helpful - have fun.

Okay, well I didn’t manage to get your raycast idea working Tom, since the camera “thinks” it occupies all the screen. You could in theory transform the click position on the texture to the screen coordinates but couldn’t figure that out.

So what I’ve done and seems to work (even though I’ve got to rethink the UI a bit), is to change the camera’s “Viewport Rect” properties to match where I want it in my UI.
Works pretty good but I had to change my entire background-color setup and produce a special image for the round border of the game view