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Possible bug with SubScenes?

Discussion in 'Entity Component System' started by foxnne, Apr 23, 2019.

  1. foxnne

    foxnne

    Joined:
    Apr 18, 2016
    Posts:
    59
    Apologies if this is the wrong way to go about this, but I've come across some strange behavior with Transparency Sorting Axis settings and ECS. It seems that when the SubScene is created, the origin of the subscene itself becomes the point at which every renderer within that subscene is sorted, regardless of the entities position.

    Has anyone else come across this? I'm simply trying to render textured quads using a Transparency Sorting Axis of (0,1,0), (y sorting). It is very easy to reproduce.

    1. Create a gameobject with a meshrenderer and meshfilter. Attach a basic quad and shader to render texture to quad.

    2. Duplicate.

    3. Create subscene from both.

    4. Add in a seperate gameobject sprite or quad to move around the others.

    https://forum.unity.com/threads/lwr...is-transparency-sorting-not-supported.666190/

    Here is the post I made thinking it was solely a bug with LWRP.

    Thanks