GUI3DManager and Multiple Cameras

When Scene.activeCameras (array) has multipe cameras
(with each Camera.viewport set so they form a grid for simplicity),
GUI3DManager is displayed on last viewport regardless of what Scene.activeCamera (actual active camera from array of activeCameras) is set.

How do I control which camera is going to display GUI3D?

Hi vladmandic,

This sounds like it might not be an intended behavior, but it’s hard to be sure without seeing it. Can you post a Playground that repros this behavior?

Sure, here’s the reproduction: <Babylon.js Playground>

You need to change the camera used in the utility renderer manager.utilityLayer.setRenderCamera(camera1)

You can see an example here:

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@sebavan Perfect, that solves it!

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