In the game I am currently working on, I have encountered a problem where I need to have very specific layering for the bubble particle effect (Unity standard asset). What I have here is a shop menu (shop menu is back layer), then I have individual squares (the middle layer) and finally the sprite you can buy (the top layer). I want the bubble particle effect to be on top of the middle layer (the squares) whilst being under the top layer (the fish) AND for the bubble particles to be unable to escape the individual squares (so in other words, the bubbles can’t be on top of the bottom-most layer whilst being on top of the middle layer and being below the uppermost layer.
I tried my best to explain this to the utmost clarity. Here is a screenshot of what the layering looks like:
In this picture, the bubbles are behind everything. I want them to be above the light blue background as well as the darker blue square, but remain below the fish and to stay in the darker blue box.
Hey Chris - I believe this has something to do with how particle systems are rendered in 2D layouts. I believe this info is available in the documentation.
Last guess - I think this can be controlled with multiple cameras, but I’ve never done it.
Well would there be a simple way to specify which layer the particle effect would be on? Like how you can do with standard sprites in the sprite renderer, you can choose a sorting layer. The particle renderer does not have this functionality, at least not that I’ve seen. Would this require some extra scripting to maybe add the layering component?
I can’t be of any more help finding a solution. Check out some of @imaginaryhuman_1 posts.
I remember him commenting on similar posts regarding particles rendering, and the fix was to use multiple cameras or some kind of render masking - something beyond my understanding.