Nooblet question re: cockpits/multiplayer

The last time I touched game development was using sprites and transparent bitmaps for cockpits, so please bear with me :stuck_out_tongue:

From what I see, there are 4 viable ways to code up a cockpit view in Unity

  1. model a cockpit, attach a camera behavior to it
  2. model an entire aircraft with a cockpit, attach a camera behavior to it
  3. use a thin 3d ‘plane’ (surface, not the flying craft) and attach a bmp with transparency to it
  4. using SpriteManager or even the default 2d calls, use a bmp with transparency

For #1 in multiplayer, would the opponent see a ‘flying cockpit’ or would the client be forced to replace the cockpit model with a suitable aircraft model on render? (ie. cockpit is one model, the aircraft the cockpit is in would be a seperate model)

#2 - ideal way

#3/#4 - is this viable?

Basically trying to get a handle on the ‘normal’ approach so I don’t wind up shooting myself in the foot down the road…

thanks in advance!

ONe way you missed that is commonly used, similar to your No. 1.

Model a cockpit and render it with 1 camera, overlaying it on top of another camera which renders the world. See Depth Only:

If the the cockpit and plane are separate assets, you can easily control which appears on the local clients and which appears on other clients.

Ahhh…tricky! Would also allow a “cockpitless view”. Slick solution!

And separate assets is doable it seems! What more could an old kid ask for…

thank you !