• Guest

    Thanks!!!!! this is almost a life saver! almost… its indeed puts my textured quad in front of my character but still clipping after some running. i guess because the camera is in perspective and its a child under the char, so as the wide shape quad turning as the perspective changes, it makes the 2 objects clip. i really hoped i found the solution, but its just the same for me… any suggestion ?

    • jtyma

      Most likely you’ve found solution by yourself. In 2D mode (ortographic camera) we use sorting order (and layers) to determine rendering order. In 3D mode (perspective camera) objects that are closer to the camera will be on the top. It seems that this two approaches should not be mixed. So if you create 2D game we recommend to set z-axis coordinate to zero and set proper sorting layers. If you want to make something in 3D, leave sorting layers alone and change z coordinate. Best regards!

    • Most likely you’ve found solution by yourself. In 2D mode (ortographic
      camera) we use sorting order (and layers) to determine rendering order.
      In 3D mode (perspective camera) objects that are closer to the camera
      will be on the top. It seems that this two approaches should not be
      mixed. So if you create 2D game we recommend to set z-axis coordinate to
      zero and set proper sorting layers. If you want to make something in
      3D, leave sorting layers alone and change z coordinate. Best regards!

      • Guest

        thanks! yesterday i tried to put the object as close as i can to the camera but my char always clipped out at some point ( my cam is in perspective because it will make a cool parallax effect without any code ). the strange thing, i tried again today, i deleted the sorting layers and now its good… this the kind of solution which makes me feel glad and uneasy at the same time as i really dont know whats the difference now.