Updated to A7.73 Pro.
A few of our levels have view entities in them. They act like a GPS/Compass pointing to the next object the player needs to pickup.

Problem is that when they are visible, the 2D panels in the level actually render to like a giant sprite above the View Entity, as the GPS view entity rotates, so does the whole 2D Panel rotate, even the F11 debug text.

Code:
////////////////////////
// 3D Interface pointer to point to the Eggs, turtle, sanctuary
//
ENTITY* GPS_Pointer; //assign the correct gps pointer to this pointer.

ENTITY GPS_Pointer1={
  type = "Arrow_1.mdl";
  layer = 2; // display above view entities with layer 1
  //flags = VISIBLE;
//  client_id = camera; // same camera parameters as the default view
  x = 120; // place 100 quants ahead of the view
  y = 0; // center
  z = 53; // and top of screen
  
}

ENTITY GPS_Pointer2={
  type = "Arrow_2.mdl";
  layer = 2; // display above view entities with layer 1
  //flags = VISIBLE;
//  client_id = camera; // same camera parameters as the default view
  x = 120; // place 100 quants ahead of the view
  y = 0; // center
  z = 53; // and top of screen
  
}

ENTITY GPS_Pointer3={
  type = "Arrow_3.mdl";
  layer = 2; // display above view entities with layer 1
  //flags = VISIBLE;
//  client_id = camera; // same camera parameters as the default view
  x = 120; // place 100 quants ahead of the view
  y = 0; // center
  z = 53; // and top of screen
  
}


/////////////////////
// Init_GPS
// This is the code that controls our GPS_Pointer Panel entity.
// When you need the GPS_Pointer, attach this action to a Placeholder entity in the level.
//
// This is the logic behind the following, 
// Hide GPS in security panels.
// If they are carrying a turtle, point to the Sanctuary.
// Otherwise point to the eggs in order then the turtle. This way the eggs can guide them to the turtle.

ACTION Init_GPS{
GPS_Pointer=GPS_Pointer1;//default to turtle and eggs.
If (Curr_level==3){GPS_Pointer=GPS_Pointer2;} //life rafts and powercells
If (Curr_level==5){GPS_Pointer=GPS_Pointer3;} //rubbish and barn
GPS_Pointer.Visible=on;
GPS_Pointer.skin=1;
While (ME!=NULL) { //While the level exists, keep the pointer pointing at the relevant objects.
  If (Curr_SP==NULL){ //show GPS pointer
    GPS_Pointer.Visible=on;
    }ELSE{//hide GPS pointer
    GPS_Pointer.Visible=off;
    }
  
  If (Got_turtle!=0) {//Then aim at sanctuary or maybe eggs in reverse order?
    GPS_Pointer.skin=3;
    If (Sanctuary_Ent!=NULL) {//Point at this egg
      vec_set(temp,Sanctuary_ent.x); 
      }
    }ELSE{  
    If (Egg1_Ent!=NULL) {//Point at this egg
      GPS_Pointer.skin=1;
      vec_set(temp,Egg1_ent.x);
      }ELSE{
      If (Egg2_Ent!=NULL) {//Point at this egg
        GPS_Pointer.skin=1;
        vec_set(temp,Egg2_ent.x);
        }ELSE{
        If (Egg3_Ent!=NULL) {//Point at this egg
	        GPS_Pointer.skin=1;
	        vec_set(temp,Egg3_ent.x);
	        }ELSE{
          If (Egg4_Ent!=NULL) {//Point at this egg
            GPS_Pointer.skin=1;
            vec_set(temp,Egg4_ent.x);
            }ELSE{
            If (Egg5_Ent!=NULL) {//Point at this egg
              GPS_Pointer.skin=1;
              vec_set(temp,Egg5_ent.x);
              }ELSE{
              If (Egg6_Ent!=NULL) {//Point at this egg
      	        GPS_Pointer.skin=1;
      	        vec_set(temp,Egg6_ent.x);
      	        }ELSE{
      	        If (Turtle_Ent!=NULL) {//Point at this egg
      					  GPS_Pointer.skin=2;
      					  vec_set(temp,Turtle_ent.x);
                  }
                }
              }
					  }
	        }
        }
      }
    }
	//Do this once after temp set above to correct entity note:- must be no waits to modify temp
	vec_sub(temp,camera.x);
  vec_to_angle(MY_Angle.pan,temp); // now MY looks at YOU
  GPS_Pointer.Pan=MY_ANGLE.PAN-Camera.pan; // -camera.pan because the Entity panel is referenced to the camera angle.

  Wait(1);
  }

} 


This works perfectly in all previous editions of A7.

I think this may be related to the new render target for panels, getting mixed up.

I do NOT change the render taget of my 2D panels from default.