How to Display a Tileset with several RasterLayers (WMTS) with different rectangle each?

Question,
In my project, I want to display several WMTS layers in a certain order.
But each layer has a different rectangle BBOX. In CesiumJS, I can provide the following rectangle


On Cesium3DTileset, I can provide several WMTS overlays, but I can’t find the rectangle property so that a specific overlay will be clipped.
When I tried to clip the Cesium3DTileset, it seems to clip all of the overlays, as the Tileset receives only one rectangle to clip.
When I tried to create several tilesets where each has a single WMTS layer, it seems that Unity sometimes renders them one above another, causing “glitches” on the map.

What should be the approach to this issue to set several ordered WMTS raster layers that each have a different rectangle, as done in CesiumJS?

Hi @asaf.masa,

I think with most WMTS servers, the tiling scheme is global even if images aren’t available for all tiles. If this is true for yours as well, your layers should work fine without specifying a rectangle at all. The only downside will be that the application will make extra requests for tiles that you know won’t be available, but I don’t think there’s any way to fix that short of modifying the Cesium for Unity code (the underlying WebMapTileServiceRasterOverlay in cesium-native has a coverageRectangle property that may do what you want).

On the other hand, if you’re WMTS’s tiling scheme only covers a small rectangle, then you should be able to tick the “Specify Tiling Scheme” box and then supply the rectangle coordinates.