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In my 3d project I have an animated sprite 2d (a blood splash) showing on screen when the player gets hit by a bullet.
I want to be able to have a 3d mesh instance show in front of that blood splash.
I set the material on that meshinstance3d to the highest render priority (127) and disabled the Z depth check on it but it’s still rendering ‘behind’ the 2d sprite. What should I do?
I would try to animate blood splash using 3d mesh instead, but using plane mesh on billboard mode, so You can use the same animated texture for this effect. This way You should be able to control of rendering of both effects more precisely.
Inces | 2022-07-23 07:04