Asset works best to create worlds that differ in minor details (and/or materials) from the original worlds.
It is important to understand that the character and objects do not teleport, they only change some of their properties, such as visibility, collision, material, etc.
The principle of work is based on the function of the material, not on RenderTarget with its SceneCapture. The result is a good optimization with perfect quality.
You can create an unlimited number of portals that connect the same worlds or each portal will create its own world (see documentation for details).
Examples of use:
Various puzzles;
Division of the world into 2 parts. For example, the "real world" and the world in the past/future (in the demo it is the white and green world);
Various abstract things, like the non-Euclidean world;