D’oh. I’m sure I changed that to public. Must have forgotten to press Save. Should be fixed now.
I’m watching some YouTube tutorials for UE and Unity and starting to figure out the more advanced parts of what I should be doing. Translating these techniques to PlayCanvas is a bit more difficult though. I now at least see how the mismatched FOV from a fixed camera at the portal coordinates causes the first major problem.
This one has been paticularly helpful: https://www.youtube.com/watch?v=_SmPR5mvH7w
There’s a step they all use in which the remote camera view gets trimmed to erase everything but the portal rectangle, rather than everything the camera sees from behind the portal structure, using a shader or other inbuilt method.
Translating this part to PlayCanvas looks like it might be a bit troublesome. Would the scissorRect camera method be a good starting point or is a shader likely to be necessary?
I think this forked project is now correctly(ish – coordinates seem to be slightly off) doing the part leading up to that step. From what I understand the portal should only be displaying the part inside the black boundaries in order for the effect to work properly.