docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    PolySpatial Sorting Group

    This component provides a way to leverage visionOS' sorting group capabilities. While 2D components (such as SpriteRenderers and CanvasRenderers) have their own sorting mechanism, it may be beneficial in certain situations to sort non-2D renderers such as MeshRenderers. By placing these renderers into the sorting group, a user can get fine-grained control over which renderer is drawn first.

    This sort group is meant for sorting non-2D renderers with each other. Sorting non-2D renderers with 2D renderers may cause unexpected behavior - 2D renderers have their own sorting group. Each renderer can only belong to one sorting group at a time, and subsequent attempts to add a renderer to another sorting group will result in a warning.

    Each game object can only have one PolySpatialSortingGroup and each component will correspond to a new and unique sorting group. It is advisable to set the component once - changing properties will effectively cause the component to be deleted and re-created, which could be an expensive operation if the ApplyToDescendants option was ticked.

    The PolySpatialSortingGroup component exposes the following properties:

    Property Description
    DepthPass Controls when depth is drawn with respect to color.
    Renderers A list of structs that reference the renderer to be sorted, and the sort order.

    Each renderer struct consists of the following properties.

    Property Description
    Order The order this renderer should be drawn, with respect to other renderers in the group.
    Renderer A reference to the renderer's game object.
    ApplyToDescendants When true, the sort order will be applied to all child renderers. It is important, if ApplyToDescendants is true, to be careful of nested sorting groups - any subsequent attempts to add a renderer that is already a member of a different sorting group will be ignored, and a warning will show.
    In This Article
    Back to top
    Copyright © 2023 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)