transparent shader objects disappear on certain camera angles

Hello
we just faced this problem which is quite weird.
I have 2 groups of objects which have mobile/transparent vertex color shader assigned to their material. now the problem is in come certain camera angle these object either have weird cutoffs or just totally disappeared. now when I change the camera height or angle these objects appear or the cutoff problem is gone. having said that, our camera is stationary and we certainly do not like to relocate it.
any solutions?

I don’t see any shaders called “mobile/transparent vertex color”. It sounds like you’re writing to the depth buffer and your drawing order isn’t working to your advantage.

Do the objects use a texture with a lot of transparency in it? It could be the mip mapping, see if turning it off on the texture import settings helps (under Advanced).

A screenshot might help if your still having issues.

I have the same problem:
One object with a transparent shader (regardless what transparent shader) disappears in front of another transparent object, depending on the Camera-angle.
No maps on any of these objects.
Also in scene-window, runtime or not.

Both objects have enough space between them, so it´s no “z-fighting” problem

Any help is very welcomed.

transparent items are sorted, and draw in sorted order. Things like this, where they are large and somewhat near the same distance, will always be a problem. The easiest solution is to break them up into small pieces, though I don’t see why you need the flat plane under the boxes to be transparent, and changing it to an opaque shader would work. Another answer would be to create a seperate shader, and change the renderqueue for the one that needs to display later.