Class VisionOSSortingGroup
Defines the drawing and input processing order for a group of GameObjects.
Inherited Members
Namespace: Unity.PolySpatial
Assembly: Unity.PolySpatial.dll
Syntax
[DisallowMultipleComponent]
public class VisionOSSortingGroup : MonoBehaviour
Remarks
Renderer instances on the GameObjects in the group, and optionally on any child GameObjects, are drawn in the specified order, starting with the lowest value. Thus objects with a higher order draw on top of those with a lower order. The sorting occurs in visionOS platform code and overrides other, Unity-defined renderer sorting methods, such as SortingGroup.
The specified order also determines the order in which members of the group capture user input. GameObjects with a higher order value capture input before any members of the group below them. GameObjects do not need a renderer object, but do need a Collider. This sorting does not change physics interactions, just input resolution.
A GameObject can only be a member of one visionOS sorting group. If you try to add a GameObject to a second group, the action is ignored.
Sorting groups have no effect on how renderers are sorted against objects outside the group. They only affect how objects inside the group are sorted relative to each other.
You should not change sorting groups frequently at runtime. Such changes can be expensive, especially if you have enable the Apply To Descendants option within the group members.
For additional information, refer to visionOS Sorting Groups.
Properties
depthPass
Defines when depth is drawn with respect to color.
Declaration
public VisionOSSortingGroup.DepthPass depthPass { get; set; }
Property Value
Type | Description |
---|---|
VisionOSSortingGroup.DepthPass |
renderers
Declaration
public List<VisionOSSortingGroup.RendererSorting> renderers { get; set; }
Property Value
Type | Description |
---|---|
List<VisionOSSortingGroup.RendererSorting> |