What would the node setup look like to have four separate first-person cameras facing north, south, east, west (that move in tandem as a single unit), plus a top-down minimap?
I tried:
Control
+--ViewportContainer (supposed to be looking north)
+--Viewport
+--(instanced 3d scene)
+--ViewportContainer (supposed to be looking south)
+--Viewport
+--(another instance of the same 3d scene)
But the instanced 3d scene can only have one Current camera, so unsurprisingly I just get two identical views.
In Unity, this is pretty trivial because you can just throw in the cameras and set each camera’s screen real estate coverage on a 0.0-1.0 scale. You don’t have to worry about viewports or “current”.
So the solution is to have one main scene (not multiple instances of it) and have multiple viewports inside your scene, like this:
(instanced 3d scene)
+--ViewportContainer (supposed to be looking north)
+--Viewport
+--Camera
+--ViewportContainer (supposed to be looking south)
+--Viewport
+--Camera
Having viewports may seem as unnecessary, but it allows you more control over the resulting render of each camera. There is always a tradeoff between simplicity and control.
Thanks. That (mostly) worked.
The north camera doesn’t render in designer for some reason, although
it does when playing the scene with F6. EDIT: restarting the editor fixed this.
You can no longer parent all the cameras to an Empty to easily move
them as a group. EDIT: A script on the empty can handle this.