I have 2 camera for the same scene.
Camera1 covers full screen viewport and faces a lot of meshes.
Camera2 is a mini-sized compass that is facing an axis mesh somewhere in the scene (far from where camera1 is pointing).
How can I make it so that Camera2 is infront of the meshes in camera1? This disables the clickable action manager meshes from camera1.
I want to make camera2 to be in the front of activecamera and have the meshes remain clickable.
Is there a better alternative to creating a mini corner axis compass than having multiple camera?
Thank you! if both scenes have their own listener, will they both be utilizable in respect to their sizes? I tried to add onPointerObservable click to each scene and it seems to trigger both despite having one of the scene having smaller camera viewport.
Here is a modified playground from the multiple scenes example given. I’ve added listener to each scene, but it seems to be triggered on both scenes despite having a smaller viewport on cam2.
I figured that everything (engine, scene, camera control) is attached to an html canvas. Do you reckon this would solve the problem if I had multiple canvas? since camera control is attached to a canvas, so viewport size wouldn’t affect the camera listener, but canvas would?
Hey Delta, just came across the new multi-canvas implementation: Use Multiple Canvases with one Engine - Babylon.js Documentation . I saw the playground on one of the forum posts and modified them with listeners : https://playground.babylonjs.com/#LEIZ83#25. The listeners work fine through the solution you provided (by attach/detaching control using canvas mouseover) but apparently it seems to be creating 2 engines. I tried to use the same basic babylon engine for the meshes inside the multi-scene, but it wouldn’t work. Do you by any chance provide the playground of the demo that uses 1 engine for multi-scene?
I actually managed to make it work with 2 scenes. I needed 2 clickable meshes on 2 different respective cameras with different sized viewports. Somehow managed to make it work by re-ordering active camera push and attach controls.