Hi everyone !
I’m trying to render one object always behind the others. I’ve used the VisionSortingGroup component and followed the guidelines from the documentation but it does not do anything.
How does this component work ?
Thanks in advance !
Hi everyone !
I’m trying to render one object always behind the others. I’ve used the VisionSortingGroup component and followed the guidelines from the documentation but it does not do anything.
How does this component work ?
Thanks in advance !
Your setup looks correct. One thing you may be missing is that the VisionOS Sorting Group component only works in VisionOS builds (and Play to Device); it doesn’t have any effect in the editor (either in edit mode or play mode). You will only be able to see the sorting change in the simulator or on the device.
Thank you very much, it works in a vision os build
Hello again, I encountered a new problem. Some materials seems to change from opaque to transparent in a vision os build and provoque some depth issue.
I’m not sure what you mean by this. If you submit a bug report with a repro case and let us know the incident number (IN-#####), I can take a look at what might be going wrong. Off the top of my head, things turn from opaque to (partially) transparent automatically when you get too close to them, so perhaps that’s what you’re seeing.
I can’t get sorting groups to work either, I’ve tried every option, making builds to device and simulator, nothing works.
The picture doesn’t really tell me what you’re trying to achieve with the sorting group. If it’s to render the rims after the car, well, I’d say it worked.
One option you might want to try is different settings of the Depth Pass property on the sorting group. The default setting, Post Pass, renders all color before any depth. If you change it to “Unseparated,” depth will be rendered at the same time as color, and near objects will still occlude far ones.
Thank you for your answer.
The car is just an example and is supposed to be completely opaque.
When I put it in a sorting group it become transparent.
Setting an other depth path does not change anyting unfortunately.