Hey there, just wanted to say I'm excited about my purchase of this asset. If I can implement it and tweak it effectively, it'll be a boon to my game's design. I'd like to add static portal entrances into the game, not those shot from a gun as in the Valve game. Furthermore, I'm attempting to make the portals indistinguishable from other doorways. Hopefully I can achieve the effect where players don't realize they've been teleported to a different position. Before I go into the more technical issues, I do have a question: I'm running Unity 5, so all of Unity's Pro functions are available to me. Does your asset allow me to use both Pro and Personal prefabs/scripts? At the moment, I have been able to make the demo scenes work as per the documentation's instruction. I was able to implement the personal displaced dimension in my own test scene. I haven't successfully implemented the personal portal function of the asset, and I've run into problems with some of its prefabs. Currently, there are a couple of issues. First, the FPCharacterController(portal) camera has a visual bug that freezes the skybox while duplicating the camera's rendering and pasting it all over the skybox. I'll add a screenshot if you'd like to see it. SOLVED: change FPCharacterController(portal) camera to Clear Flags: Skybox fixes this. Thanks Gobla! Next, the square portal prefabs don't have cameras. I added a camera to the portal group and added the Portal Camera Script, but it didn't make it function as the portal cams do in the demo scene. I believe I've looked through all the relevant sections in the documentation several times over. Hope I can get portals into my game! Thanks for the asset and your continued support!