With render groups and render masks, you can choose which parts of your scene are rendered by different cameras. For example, you can have a model be visible to Camera A but invisible to Camera B.
But SceneWindow takes only one camera, is it possible to create groups of entity with SetRenderGroup and have different camera for each group ?
I think this is possible, but you have to build SceneWindow yourself.
This type of settings are in graphics compositor, but i think Scene Window provides precomposed Graphics Compositor setup for you…
I would suggest to set that up in stride, and then to try to reflect setup from stride project…
in the end, the view and world matrices get combined into one. if you want a common transform for some entities, you can transform their group, that has the same effect as applying a different view matrix.
if you want to see the same objects multiple times on the screen, then you need to use viewports.
It is a quote for using Graphics Compositor… And it is not that obvious how to set it up… I had some wonderful time excluding UI from post fx in stride :)…
But it needs exact setup you want to make it work, otherwise… It’s really hard to trial and error, unless you are exactly sure what you want to achieve.