transparency sorting issue after build for android

After I build for android my mesh starting to get strange transparency , before build everything was ok, any ideas what it could be ?
It’s happend in places where mesh is close to another

The depth buffer on your Android device is probably lower-bit than in the Editor.

thanks for response, any ideas how to fix that ?

Adjust your near and far settings on your camera to give more precision in your depth buffer, ie increase near and decrease far. Also if your objects are very large compared to the standard unity cube then consider reducing the size of all your objects.

problem is that this character is made for augmented reality and camera near and far need to stay as they are. my character is made from 3 meshes, body,hat and eyeballs, all sharing one material and one texture map, but even if i give them diferent materail it’s still the same. distanse betwen meshes where z fighting going on is not that close :confused:
also z fighting show up on the collar with is part of the same mesh with head.
is there any other way to fix this ?