Unity 4.6.1 removed the priority from GraphicRaycaster. Before that, a Canvas could render behind another but still block clicks to it, due to different render (Canvas) / raycast (GraphicRaycaster) sortings. If I understand correctly, now the order defined in the Canvas is both the rendering and raycast order. This is totally fine.
But…
Question 1: If two World Space Canvases use the same camera, is their rendering/raycast order well defined?
I ask this because Unity 4.6.1 broke a scene of ours where that happens (yeah, we can and will change that). One of the Canvases is always blocking clicks to the other, even if its layer order is lower (in that case it renders behind but still blocks clicks).
Question 2: If two World Space Canvases use different cameras (which see different layers), what defines rendering/raycast order? Camera depth? Canvas order? Both? Only one?
This should be documented. My tests seem to imply that Camera depth is used, and if both cameras have the same depth we have the behaviour of the 1st question, where one Canvas is always “in front” regarding clicks but can render behind or in front based on Order.
Can anyone enlighten me, please?
Thanks!