Unity Render Queue management on Android and iOS.

Windows 11 x64 Version 22H2 (OS Build 22621.1194)
Android 12, iOS 16.3.1
macOS Monterey Version 12.6.3
XCode 14.2 (14C18)
Unity 2021.3.19f1
Unity Hub 3.4.1
Recorder v3.0.3
Post Processing v3.2.2
Universal RP Version 12.1.7 - October 27, 2022
ARCore XR Plugin Version 4.2.7 - November 07, 2022
AR Foundation Version 4.2.7 - November 07, 2022
ARKit XR Plugin Version 4.2.7 - November 07, 2022
XR Plugin Management Version 4.2.1 - January 05, 2022


Recently found out the Unity "Render Queue" management under Windows is automated properly ( GameObjects are displayed accordingly on Android ) as compare to iOS, where I have to manually set the "Render Queue" for each GameObject as to render correctly.

I wondered, anyone here experience before and is there a way to make Unity Render Queue for IOS without manually setting the Render Queue ?

Please advise.

This is not an AR-specific question, and I'm not sure what you mean by automated properly? I would recommend reposting a version of this question in the Editor Workflows forum: https://forum.unity.com/forums/editor-workflows.117/

Apologized, as it is compiled under AR project, I might have interpreted it as part of AR, will post to the site suggested. The Render Queue automated here in my case is referring to the queue of GameObjects for Android deploy where the GameObjects are displayed properly without setting the "Render Queue" respectively as compare to iOS, there is a need to do so. TQ