See those 3D HUDs? I believe all these HUDs need to be rendered into some sort of textures first, then “applied” on to 2D Planes that look at the player. Also, at the same time, these 2D planes must always be rendered last in the frame or rendered in such a way that nothing in the game world could prevent them from being seen by the player.
I would try making a curved plane in blender and exporting it. Flip it so you can use it on each side. Attach them to your player so they move where your player moves. Then create a shader to apply to each one.
Render each image to an off-screen texture. Each of your 3D displays can be a 3D plane with the albedo_texture set to the off-screen texture. The planes are parented to the 3D camera, and placed at a constant position relative to the 3D camera. They will always appear at the same place in the scene.
To get them to not be obscured, disable each material’s depth test.
Another alternative would be using SubViewports, positioning their content in 3D world (either via Sprite3D or plane) and making them visible only to player camera (in visual instance property editor I believe)
It is using SubViewports to render a 2D scene onto a texture. Normally, the 2D scene would be overlaid onto the display, but I move the scene WAY outside the camera range so it’s never seen by the player.