Draw order issue

I’m not sure exactly what this issue is. I’m experimenting with some simple VFX. These are screen caps from a test (test character, effects, room, etc.), but it shows a stumbling block:

In the scene view and the camera preview, the draw order of the quad with a sprite attached and the particle system is correct, but in the game view it is not.

I have not tried to deploy this (and currently the game view for this test is “Stand-alone”, tho’ the ultimate target is mobile), but I am presuming what is showing in the game view will be what is deployed.

Does anyone know what this issue is, and/or what the solution to it is?

I don’t know if this will work, but try using this:Depth.

Mmm…

These are not GUI objects, but that might be the right track.

Personally, If I could achieve it, I’d like to have the fingers show thru the particles or plane:

… rather than just force the other object to be in front, but I’m unclear how things like the geometry and shaders are interacting in a situation like this. It’s just beyond my experience. I feel that there should be a way to do this (and it certainly works in the editor’s scene view!), but I’m just a little stumped on how to go about it.

This may be, oddly enough, an editor issue!

I deployed to a webplayer to test some other issues, and discovered that (at least in the webplayer) this is a non-issue:

So why is it, that the Scene view is correct, the camera preview is correct AND the deployed webplayer is correct… But the Game view IS NOT?

Odd.