Here is what I drew for you.
In world 1 there is a boat and the sea, in world 2 let’s say the sea dried out and it’s a desert.
I didn’t draw the character.
It can move freely through the portal, get in the boat, swim in the sea, climb on the rock that’s in the boat.
You collide with what you see. You can switch the worlds.
Here are 2 versions, to show the switch.
This picture is the world 1 outside the portal and the world 2 inside the portal. You see some kind of desert rock in the portal.
This picture is the world 2 outside the portal and the world 1 inside the portal. You see the middle part of the boat inside the portal.
I’m not sure what you mean by a sphere, but I imagine you’re saying you want a broken level and a fixed level overlapping.
I want 2 full levels because I can switch between them.
Do they NEED to physically overlap?
I think it is easier for level editing to make sure things are connected between the 2 worlds when a portal is open (here it is badly shown but i want the boat and the rock to be at the same spot so that the player doesn’t drop when it switches worlds, or i want to walk from the boat to the rock without falling in between when I cross the portal’s border).
Do both contribute to collisions, or can just one do? How will you solve polygons in the same place overlapping and z-fighting?
Both contribute to collisions, anything displayed collides. But I only display one world at one position, the middle of the boat won’t collide when it is hidden, the rocks will collide instead because they are displayed. So no polygons are overlapping.
What is the mechanism by which each world appears? Are they switchable? If not, isn’t that just a single static level?
When you open a portal it goes from a tiny dot to a sphere the size of the portal (size will depend on the needs, the portals you see on the drawings are fully open). For now portal are shrines that opens when the player presses the action button, then when the player presses it again it switches the worlds.
What heroes does sounds interesting. I’m going to read what you wrote a few more times to try to understand better what you meant.
Another thing, my game is third person view so I guess I need a dummy player in the other world as well if I choose that solution. And it would need to match exactly what my actual player is doing. Because the post process pass you are talking about draws over the first world right?
Thanks a lot for helping I feel super motivated!