We are seeing some of our TMPro Text Renderers have a cutout effect whenever a SpriteRenderer is behind them. When a 3D model and MeshRenderer is behind the text it appears fine. We thought it was the same issue reported here, but maybe this is something different.
We tried to apply a PolySpatialSortingGroup, but the cutout around letters remained the same. Maybe we aren’t using it correctly?
We use ModelSortGroupComponent internally for SpriteRenderers (to handle the sprite sorting), and currently we aren’t allowing the PolySpatialSortingGroup component to override that. I believe I can fix that (although it might also make sense to provide a component that would make anything it’s attached to, such as TMPro text, use sprite sorting parameters and thus be sorted along with the sprites).
Interesting, that additional information helps. So right now the only work around is to not use SpriteRenderers still? We can replace those with mesh renderers in most places I believe with a little bit of work. Any ETA on this being fixed or have another solution?
Right; MeshRenderers will have the correct sorting behavior. The fix (allowing PolySpatial Sorting Group to override sorting for sprites/UI) is in the pipeline now, and should go out with the next bugfix release. That will be fairly soon, but I don’t have an exact ETA.