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Question by vanderbilt98122 · Apr 18, 2019 at 06:19 PM · multiplayerrenderingtransparencycullingfirst-person

Disable mesh renderer of gameObject for one camera only (without use of culling masks)?

I'm making a multiplayer game where each player has their own first-person camera. I want each player to see all of the other players, but disable their own character's geometry so it doesn't occlude the camera, which, for other design purposes, must remain inside the mesh. The go-to solution for this would be culling masks set up for each camera with each player belonging to a different layer, but layers already being used for other purposes. Can I simply disable the player geometry's mesh renderer for their specific camera? How would I go about doing that? The camera and geometry are both children of the same parent node, if that's useful.

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Gaming32

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avatar image KevRev · Apr 18, 2019 at 09:33 PM 0
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I know you want to avoid using layers, but they are the best option and exactly what they are designed for.

Can I ask what the layers are currently used for? Could you experiment with placing the players into containers with new layers?

Children can have different layers, so the original layers can be preserved.

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