Support using multiple cameras in a single viewport
<!-- Please fill in *all* the questions below and don't remove any of them. Proposals not following the template below will be closed immediately. --> **Describe the project you are working on:** A first-person shooter, making use of first-person viewmodels that are separate from third-person/worldspace models. **Describe the problem or limitation you are having in your project:** Godot currently only supports rendering one camera per viewport. This makes the following use-cases difficult to implement: - Secondary camera with fixed FOV for consistent viewmodel appearance despite changes to primary camera FOV - 3d "skybox" implementation where distant/background objects are rendered at a smaller scale in a separate scene. **Describe the feature / enhancement and how it helps to overcome the problem or limitation:** Allowing multiple cameras (with different render masks) to render to the same viewport would overcome this problem. For each use case: - A primary camera is used to render the world, with player-changeable FOV. A secondary camera is used to render viewspace objects, such as gun viewmodels, hands, grenades, etc. - A primary camera is used to render near objects; a secondary camera is used to render far objects which are stored in a separate 3d render layer. This is a feature that is present in both Unreal and Unity, and is used for similar reasons. **Describe how your proposal will work, with code, pseudocode, mockups, and/or diagrams:** Cameras will have a `dep
Posted by Mantissa-23 on May 29, 2020, 12:13 AM
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Raise real-world problems, find people facing the same issue, and discuss solutions.3,500 issues0 comments
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To be fair, Inform7 can't succeed, generally, because there is no market for the kind of games that you create with Inform7.
New> The notion that somehow LR reliability is misunderstood by Consumer Reports, JD Power, Car & Driver, Automobile etc.
Custom trigger IDs are not displayed in the new 2026.10 trigger selector
I hate that too, but I think it’s more the ux than the concept of a default.
> The biggest problem with UX developers is they know better than you AND force you into their paradigm.
"Focus follows mouse" is what I use to keep the file manager from popping up when click-dragging files.
The biggest problem with this is if the target URL doesn't load but also doesn't quickly error out, like e.g.
Google wants to build up a private web here.
Support using multiple cameras in a single viewport
<!-- Please fill in *all* the questions below and don't remove any of them. Proposals not following the template below will be closed immediately. --> **Describe the project you are working on:** A first-person shooter, making use of first-person viewmodels that are separate from third-person/worldspace models. **Describe the problem or limitation you are having in your project:** Godot currently only supports rendering one camera per viewport. This makes the following use-cases difficult to implement: - Secondary camera with fixed FOV for consistent viewmodel appearance despite changes to primary camera FOV - 3d "skybox" implementation where distant/background objects are rendered at a smaller scale in a separate scene. **Describe the feature / enhancement and how it helps to overcome the problem or limitation:** Allowing multiple cameras (with different render masks) to render to the same viewport would overcome this problem. For each use case: - A primary camera is used to render the world, with player-changeable FOV. A secondary camera is used to render viewspace objects, such as gun viewmodels, hands, grenades, etc. - A primary camera is used to render near objects; a secondary camera is used to render far objects which are stored in a separate 3d render layer. This is a feature that is present in both Unreal and Unity, and is used for similar reasons. **Describe how your proposal will work, with code, pseudocode, mockups, and/or diagrams:** Cameras will have a `dep
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