ColliderShape3D not showing outline on background

Godot Version

v4.6.3.stable.mono.official [7d41c59c4]

Question

Hey, I’m very new to Godot, and I cannot figure out why my collider lines are not showing against another sprite. As you can see in the screenshots, my ColliderShape3D is ONLY visible whenever it’s not in front of another sprite (in this case the background). I’m mimicking 2d inside a 3d scene, because I want to add 3D elements down the line (so not just for parallax).

The weird thing is, that the background sprite is physically farther away than my ground collision, so it shouldn’t be obscured (right?).

Thanks.

I’ve been having some gizmos problems since I changed to 4.6 as well, so it could be a more general problem. One thing you could try is checking the gizmos visibility menu

Try cycling the Collision related ones and see if it solves your issue

Thank you for your reply!
Unfortunaly that was not the solution. I’ll wait for more answers and otherwise I’ll file a bugreport.

Is your Sprite3D using alpha? This will mess with the mesh sorting in a lot of ways.

What do you mean by using Alpha?

Does your image that you’re using for the sprite have an alpha channel?

Set the Alpha-Cut to discard

That’s it! Thank you.

I’ve read the docs, but still do not quite understand. Could you help me understand why this works, and why I may or may not want that setting?

To draw transparent 3D meshes Godot uses a special “Alpha Pipeline” that has a lot of downsides with the big upside being transparent meshes. The Alpha pipelines must sort meshes and it doesn’t always do so correctly, or some meshes aren’t marked correctly, debugging visuals may be affected by either.

If your Sprite3D does not use transparent pixels, or does not use partially-transparent pixels, you should use an Alpha cut method to avoid the dreaded Alpha Pipeline