fix: sdk billboard ignoring virtual cameras#6756
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Windows and Mac build successful in Unity Cloud! You can find a link to the downloadable artifact below. Artifact size check
Comparing against: v0.126.0-alpha |
Ludmilafantaniella
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Feb 25, 2026
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Ludmilafantaniella
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LGTM 👍
✅ Verified on Windows and Mac using the provided test scene.
QA validation performed:
- Blue plane correctly faces the Player Camera initially
- After activating the Virtual Camera, billboard updates to use the active camera
- Blue plane consistently faces the Virtual Camera when it becomes active
- Blue panel correctly faces camera [C] when active
- No regressions observed during testing
Status: Approved for merge 🚀
6756-evi.mp4
✅Smoke test performed:
- ✔️ Backpack and wearables in world
- ✔️ Emotes in world and in backpack
- ✔️ Teleport with map/coordinates/Jump In
- Metadynelabs
- Art week scenes
- Genesis City
- ✔️ Chat and multiplayer
- ✔️ Profile card
- ✔️ Camera
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WHY
Currently if a scene uses a
VirtualCamera(setting it as active in theMainCameracomponent), when that camera starts being the main active one, the entities withBillboardcomponent still point towards the player camera, that is not the main active one...WHAT
Corrected billboard system logic to always use the active camera data instead of the player camera data.
TEST INSTRUCTIONS
npm iand thennpm run start0,0): https://github.com/decentraland/unity-explorer/wiki/How-to-connect-to-a-local-scene-(Unity-Editor---Custom-Build---Latest-Released-Build)#connecting-a-custom-build-to-the-scene