-
I've got a 2D scene which interleaves sprites and SVG paths rendered with Is it possible to disable the across z-level batching? Or disable batching entirely? Am I barking up entirely the wrong tree? Here's a quick video of what I'm seeing, in all cases I'm changing the transform / visibility of the sprite on the top, but it's affecting whether the sprite on the bottom is displayed above or below the rounded rectangle. For reference, in the scene setup before I started fiddling, the top sprite and bottom rectangle are z 1.0, and the top rectangle and bottom sprite are z 2.0. So the sprites should be behind the top rectangle, and above the bottom rectangle. Screen.Recording.2022-09-08.at.21.49.00.movUsing |
Beta Was this translation helpful? Give feedback.
Replies: 1 comment
-
Almost. The rendering system is supposed to handle this case correctly (and goes to some lengths to try to), and it's not actually the sprite-specific batching catching me out here. This appears to actually be a bug with handling 2D phase item draw batching lower down the stack. Hopefully #5942 is the solution. |
Beta Was this translation helpful? Give feedback.
Almost. The rendering system is supposed to handle this case correctly (and goes to some lengths to try to), and it's not actually the sprite-specific batching catching me out here. This appears to actually be a bug with handling 2D phase item draw batching lower down the stack. Hopefully #5942 is the solution.