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Question by RireMakar · Oct 19, 2015 at 08:49 PM · camerarendering

Best way to have a camera only see certain objects?

Layers aren't exactly what I'm looking for in this scenario. Basically, I want two (or more) cameras to be able to move across a timeline and render objects if and only if they exist at that point in the timeline. Time travel shenanigans.

Example Timeline:

<--WWWWW-------OOOOO-------------->

As the camera moves back and forth across the timeline (via player input) it would only see the Ws when at a point when they exist. Same for the Os. Naturally, there would be more than two objects and overlaps will certainly occur.

Is there a way to, on the camera, grab a variable from the objects and only render it if that variable matches? The only solution I found was to iterate through every object and enable/disable the rendering of it depending on where the camera is and that feels really clunky when done for multiple cameras in succession.

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avatar image ChuckIes · Oct 19, 2015 at 09:08 PM 0
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You said you were iterating through the objects and enabling/disabling rendering. Were you using OnPreRender()? You could set each object's color to Color.clear in OnPreRender(), and then set it back to Color.white (or whatever) in OnPostRender().

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Answer by Cherno · Oct 19, 2015 at 09:56 PM

As Chuckleluck wrote, you can use OnPreRender and OnPostRender. In this example, the layer of an object is switched so it isn't rendered by this particular camera.

 using UnityEngine;
 using System.Collections;
 
 public class SwitchLayer : MonoBehaviour {
 
     public GameObject go;
     public string layerName_0 = "MyLayer0";//the layer that is not rendered by this camera
     public string layerName_0 = "MyLayer1";//The object's normal layer
 
     void OnPreRender() {
         if(go== null) {
             return;
         }
 
         go.layer = LayerMask.NameToLayer("MyLayer0");
     }
 
     void OnPostCull() {
         if(go== null) {
             return;
         }
         
         go.layer = LayerMask.NameToLayer("MyLayer1");
     }
 }
 
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