A TARDIS is an example of non-euclidean geometry. In Unity, you cannot create a truly non-euclidean space, but it can be achieved visually.
Here is one method of achieving this:
Create two layers in the scene which occupy the same space, but cannot collide or interact with one another. One will contain the model of the outside of the TARDIS. The other will be the model for the inside.
Create a portal at the entrance and when its plane is crossed, the portal changes the layer of the object that crosses to the layer that corresponds with the sector.
Create four stencil buffer shaders: read and write for each layer. The read shader is used for the game object sector and the write shader is used for the portal game object.
One set of shaders is set to reference 1 and the other set is set to reference 2. Write shader 1 only references read shader 1 from behind the portal.
When the player camera crosses the portal plane and enters the sector, the read shader comparison is changed from equal to always.
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