Recursive camera rendering, calling multiple camera renders

My work porting Sebastian Lague’s “Coding Adventure: Portals” continues (PlayCanvas 3D HTML5 Game Engine), and I’ve arrived at the “Recursive portals” portion of the project:
https://www.youtube.com/watch?v=cWpFZbjtSQg&t=812s

As I hope is clear from the image below, my scene is rendered once with portals being invisible when viewed through a portal.

Sebastian Lague’s code repeatedly repositions the camera, calling portalCam.render() to make a “sub-render” at each new position within the main portal render function.

for (int i = startIndex; i < recursionLimit; i++) {
    portalCam.transform.SetPositionAndRotation(renderPositions[i], renderRotations[i]);
    SetNearClipPlane();
    HandleClipping();
    portalCam.Render();

    if (i == startIndex) {
        linkedPortal.screen.material.SetInt("displayMask", 1);
    }
}

As far as I can tell, in PlayCanvas there is no call to invoke a camera render.
The only potential workaround I’ve come up with would be to use multiple cameras, which seems overkill.

Is there camera.render() function or equivalent?
Is there some other workaround?

TIA

Unfortunately, there is no camera.render(), even though I considered adding it few times already, but the amount of refactoring for the benefit was never worth it.

A solution could be to create multiple cameras, but that would have complications on your side, but I think it’s the best way to approach it.

Not sure I have better answer here.