
I’m on a small project, I’m trying to create some particle system effects for my UI but it doesn’t work.
Since there are many components in my scene, I used a Screen Space Camera instead of Screen Space Overlay, which made it difficult for me to mask the particle system and arrange UI layers and particle system effects. Whether there is any way to improve the above issue, I look forward to answering
I have used this package:
More generally…
Three (3) primary ways that Unity draws / stacks / sorts / layers / overlays stuff:
In short, as far as the Standard Rendering Pipeline,
-
The default 3D Renderers draw stuff according to Z depth - distance from camera.
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SpriteRenderers draw according to their Sorting Layer and Sorting Depth properties
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UI Canvas Renderers draw in linear transform sequence, like a stack of papers
If you find that you need to mix and match items using these different ways of rendering, and have them appear in ways they are not initially designed for, you need to:
- identify what you are using
- search online for the combination of things you are doing and how to to achieve what you want.
There may be more than one solution to try.
For instance, you may even use multiple co-located cameras (along with different Layers and LayerMasks drawn to different-depth Cameras) to more-explicitly control apparent draw ordering.
Additional reading in the official docs:
And SortingGroups can also be extremely helpful in certain circumstances:
Other rendering pipelines may have other ways of layering (HDRP and URP). Go see the latest docs for details.