Well the view layering is more for killing the flicker of things like fake cast shadows and floor-bound UI-decals. Although that pushback property does sound useful for the floor.
My real need for the rendering of multiple views for a scene is actually more about the views for the individual players and not the layers therein. I totally appreciate any advice ya got... I'm pretty much just at the point where I need to just know how and when to properly call the Scene3D.update() so that when it comes time to render that the session dictionary is actually populated with things to render! Thanks! -Pete
