Persistent Texture Mapping

Hi, I’ve been trying to recreate this ball thing in FunTech inc. | Creativity is “ROMAN” . So the idea is mapping sticker texture to the mesh’s at the click position (kinda like decal without geometry so its performance friendly)
I’ve got it to work but another problem I couldn’t workout is how to make it preserve the previous applied stickers. I’ve tried using rendertargets by making a new scene, adding a same mesh as the main scene to it and applying the sticker texture to that mesh → later use this texture for the main mesh. But this doesnt seem to work cause the render target only takes a “screenshot” from one view not the whole sphere. (Do you think I should just fix it to just one camera view, so orbit rotation is disabled?)
Even so with this approach, the render target takes the mesh’s texture (newly added sticker and base) and when mixed to the main there seems to be like a z-index problem?

I’ve also tried using a uv canvas and apply that as a map texture for the main mesh but its stretched out near the top and the bottom of the sphere.

Any ideas? I really think I was close with my first step but I’m not sure what I did wrong :frowning: