
actually a bit more difficult than i expected to get this working the way i wanted in godot versus unity. in unity i could just set a texture to be where a camera outputs to. in godot if you want a camera to output somewhere else, it needs to be a child of a subviewport node. and a subviewport node is not a child of the "node3d" node, meaning it does not inherit attributes like a 3d transform, so if you had a first person camera on your character that turns left and right, that camera can no longer inherit the transform from the parent object, and you have to update its position in code, perhaps having another 3d node be the placeholder. then you have to assign these textures at runtime too, which also works oddly in godot because I can't have two scripts access each other's data easily, you need to use a method to send data(a "signal"). (& had to do this twice for the facecam..)
