I already know how to draw GUI and linkWithMesh, the question is how to attach to Camera a node/mesh without affecting Camera controls (so that the Camera itself acts as parent Transform node).
I see that ArcRotateCamera does not have onUpdateObservable, and putting the logic to scene.renderLoop is too procedural and hacky (only as the last resrort).
In my head my approach would be to map each movement click to the movement you would of the camera. Clicking on the sphere’s/GUI elements direction using onPointerClickObservabledirectly would rotate the camera in the respective direction.
Would that not work? Or are you asking about the overall sphere like it is in blender? (I had to open blender to refresh my memory) I guess you could map the rotation of the gizmo to the camera rotation as you suggested. Could just check the rotation of your gizmo on every click update.
I do not need to move the Camera by dragging the circles (and I mean circles, not spheres, because it will be drawn by GUI in 2D to appear above all meshes in 3D scene).
All I need is the ability to rotate camera to 6 predefined angles of view corresponding to 6 circles when clicked.
Back to my original question in the title - I only need an answer to that “attach node to Camera” question so that the node moves with Camera and remains at top right position of the screen, no matter where the Camera is, or how it is rotated, or what its radius is… I want a Camera’s fixed satellite.
Hi @sebavan, I have another question, is it possible to set a renderList per Camera?
I want to make the Axes only visible to the second HUD camera (and this HUD camera will not render the cube in the scene). While the main camera should not render the Axes.