Display Mesh 1 always over Mesh 2

Hi,

I’m currently stuck with an optics problem. I have a character consisting of several quads, these rotate depending on the direction of movement, now a specific mesh should always be displayed over another specific mesh, how can this be adjusted? Layer masks would also show this mesh over other objects, I don’t want that.

Like a mesh order only inside the childs of a parent.
Or like the Sprite render-layers + ordernumber system.

I would be happy if someone had a good tip.

You can arrange order according to render/camera, I’m installing a new version of Unity so can’t check now, but I think it is layer based.

Check out the stencil buffer.

Have the first object draw a value to the stencil buffer. Have the second object in a later render queue, and only draw where that value is set in the stencil buffer.