Hi all, I'm using Unity's built-in Tilemap in a 2D URP scene. After adding a TextMesh Pro - Text to my scene the text will be displayed behind my tile map as the following demo screenshot shows: The text itself is using the TextMeshPro/Distance Field Overlay shader. The tile map settings on the other hand are as follows: The tile map's sorting layer is set to "Layer 1". If I instead switch the tile map's sorting layer to "Default" the text will be displayed correctly on top of the tile map. However, I need to use sorting layers for my tile map(s). So is there a way to handle the sorting of the text mesh pro? I already tried some other TMP shaders but as far as I know the Distance-Field-Overlay shader already is supposed to draw the text on top (of everything?). Does anyone have an idea what I am doing wrong here or maybe if it is a bug/unsupported feature? Thanks in advance Edit: You can control the sorting layer via code by modifying MeshRenderer's sorting like this: Code (CSharp): _meshRenderer.sortingLayerName = _sortingLayerName; _meshRenderer.sortingOrder = _sortingOrder; Is there a way to allow the text rendered on top tile map's by default without manipulating MeshRenderer's sorting?