VR Camera support for orthographic transparency sort mode ?

one of my projects is using billboarded layered sprites in a 3d environment.
I use camera.TransparencySortMode = TransparencySortMode.Orthographic, so my sprites are sorted based on distance along the camera’s view. But when played in VR the layer order is not respected, as if it was ignoring/bypassing the original camera sort mode setup ?

I’m not aware of any issues here, can you submit a bug report with repro project and post case number here?

I guess that in fact the problem isn’t related to camera sorting :sweat_smile:
If i move/rotate the camera in ‘2d’ (on screen) the billboarded sprites displays as expected.
I realised that when played on the dk2 the problem appears only while moving the head.
The billboard is processed on LateUpdate, i tried various settings but until now i can’t get it to work.
I have to investigate more, maybe it could be related to the ‘timewarp’ feature ?

@Gruguir Could you provide a bit more information as to what you are seeing vs what you expect to see? If possible, could you provide screenshots? Is is that when moving the head, the billboarded sprites are still billboarded to the original position of the camera? and not the position as you move left, right, up, or down?

@Ed_unity I have a game object containing a billboarded ‘body’ sprite with multiple other sprites parented to it (hair, torso, legs…). Sprites are animated to get a multi-angle sprite in a 3d environment. I use the sprite shaders.
Sprite depths are defined by their Z transform position and share the same default sorting layer. The sub parts are of different sizes and positions.
In 2d all is doing well, but in VR the sprites are ‘flickering’ while moving the head.
For example in the bottom image, the hair parts appears behind the bodies at that frame. When the dk2 is still, at any angle the display is right like in the top image.
I’m concerned as it became obvious that i’m misunderstanding the camera sorting and shader process. Also, i found that i can get various/correct results in VR while using some other unity or custom shaders, like some cutout/discard ones.
I failed to get a simple repro project for wathever reason, i’ll update here if i make any progress.