Sprite masks - order in layer has shifted in build

I use a few layer masks in my game, and up until now have been working fine. I’ve been playing around with lighting and post processing recently and all of a sudden I found my mask weren’t working in the build, but were still fine in the editor. After playing with some settings it seems that the order in layer range has shifted, but only in the build.

Before if the layer I wanted to mask was an order in layer of 10, I would set the range of the mask from 9 to 10.

This is still the case in the editor and works fine there, but doesn’t work in a build.

If I now change the range to 10 to 11, then it works in the build, but not in the player.

Obviously this is really annoying to test stuff with. I’m mainly concerned that if I change all my masks it will one day randomly go back to the way it was.

Any ideas why this has happened?
What should it be set to normally?
Why is it different in the editor and build?

Hey, this sounds like it could be a bug; what version of Unity are you using and what platforms are you building for?

I first noticed the problem in 2019.4.5f1. I’ve just upgraded to 2019.4.8f1 and it’s still the same. I’m building to PC.