Comments (5)
Hello, I am using the same IOS version as you, and I followed the steps you provided to run the scenario using Safari and Chrome without any rendering issues. Could you provide a demo that can be reproduced?
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Putting the canvas on the far plane does indeed lead to other issues due to precision on some platforms. So, if you have a reproducible demo to help with troubleshooting, that would be best. Thank you.
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iphone-2d-renderroot-repro.zip
Check Camera.Far
If it's 1000 - some sprites are invisible.
If above 1000 - all visible.
I tested with iPhone preview with QR code.
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In your demo, sprites are placed on both the near and far planes, which could lead to rendering issues on some platforms due to floating-point precision, as I mentioned earlier. From the demo, I can infer that you intend to manually sort the nodes. However, UI nodes disable depth writing and depth testing during rendering. Therefore, nodes positioned last will be rendered last, and the rendering order is independent of their 3D positions. Hence, you can move the nodes of SomeAboveEverything and SomeBackground to the same plane position as SomeForeground.
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In your demo, sprites are placed on both the near and far planes, which could lead to rendering issues on some platforms due to floating-point precision, as I mentioned earlier. From the demo, I can infer that you intend to manually sort the nodes. However, UI nodes disable depth writing and depth testing during rendering. Therefore, nodes positioned last will be rendered last, and the rendering order is independent of their 3D positions. Hence, you can move the nodes of SomeAboveEverything and SomeBackground to the same plane position as SomeForeground.
Is this a bug and is it fixable in the code of the editor?
Reproduction demo is just for the case of reproducing the situation. In project I worked on, real world project, I had to position UI nodes somewhat like in this reproduction demo. And then I encountered this behaviour.
Unfortunately, "Just position nodes below, they will be in front" approach is not that applicable in complex projects with prefabs, prefab replacings, multiple layers, 2-part objects (imagine a barrel in 2d, you are in front of it's back side but behind front side), UI loaders, UI notifications, moving camera etc.
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