Unfortunately we don’t have a Unity equivalent of this sample, but the approach is:
Place one instance of the Cesium3DTileset (not multiple).
In the object where your main camera is located, attach a second camera and have it point at the ground.
Output the camera view as a Render Texture that you draw on the screen.
As for user interaction with that map, that really would depend on the UI you implement. But it’s just another camera view, not like a separate copy of the tileset.
@janine Thanks for the reply.
In my use case, I need 2 different tilesets, for different WMTS layers (for example, OSM for Minimap and orthophoto for the real world)
I added both to the CesiumGeoReference and used 2 cameras, one for each.
When activating both cameras on WMTS and DEM sources, the application RAM usage is climbing till the app crashes. Any input you can give me on this?