this code give me one camera per object i want more than one camera per object any help will be grateful
public class LimitVisibility : MonoBehaviour { /** The _Camera to limit the GameObject's visibility to */ public _Camera limitToCamera; /** If True, then child GameObjects will be affected in the same way */ public bool affectChildren = false; /** If True, then the object will not be visible even if the correct _Camera is active */ [HideInInspector] public bool isLockedOff = false; private _Camera activeCamera; private bool isVisible = false; private void Start () { activeCamera = KickStarter.mainCamera.attachedCamera; if (!isLockedOff) { if (activeCamera == limitToCamera) { SetVisibility (true); } else if (activeCamera != limitToCamera) { SetVisibility (false); } } else { SetVisibility (false); } } /** * Updates the visibility based on the attached camera. This is public so that it can be called by StateHandler. */ public void _Update () { activeCamera = KickStarter.mainCamera.attachedCamera; if (!isLockedOff) { if (activeCamera == limitToCamera && !isVisible) { SetVisibility (true); } else if (activeCamera != limitToCamera && isVisible) { SetVisibility (false); } } else if (isVisible) { SetVisibility (false); } } private void SetVisibility (bool state) { if (GetComponent <Renderer>()) { GetComponent <Renderer>().enabled = state; } else if (gameObject.GetComponent <SpriteRenderer>()) { gameObject.GetComponent <SpriteRenderer>().enabled = state; } if (gameObject.GetComponent <GUITexture>()) { gameObject.GetComponent <GUITexture>().enabled = state; } if (affectChildren) { Renderer[] _children = GetComponentsInChildren <Renderer>(); foreach (Renderer child in _children) { child.enabled = state; } SpriteRenderer[] spriteChildren = GetComponentsInChildren <SpriteRenderer>(); foreach (SpriteRenderer child in spriteChildren) { child.enabled = state; } GUITexture[] textureChildren = GetComponentsInChildren <GUITexture>(); foreach (GUITexture child in textureChildren) { child.enabled = state; } } isVisible = state; } } }