Howdy friends! I’m trying to find out how to layer Sprite3Ds and plane meshes in a 3D environment. What I want is for the sprites facing Z (parallel to the camera) to stick through the sprites facing Y (perpendicular to the camera, flat like a rug), as seen in the image below
As you can see here, mario’s head is sticking out through this field of flowers. You can also see the leaves beneath the petals. When I tried recreating this, I encountered a layering issue:
Here you can see the Z-oriented sprites rendering directly on top of the Y-oriented flower field sprite. When I walk past a certain distance, the flower field sprite then renders on top of everything else.
I think what you want is clipping. So I would try putting the 3d sprites in the same render index and just physically place them where they should exist.
That is what I want, but I’m not sure to how achieve that. Is render index the same thing as render priority? They are all set to 0 because they haven’t been changed from the default.
Thanks! Changing the alpha cut option worked for me, the sprites now cut through eachother instead of cover eachother. I’m still trying to figure out how to make it work for plane meshes but for 3D sprites it works great