Update 4 - Solution/Workaround
It seems like this issue occurs when you have multiple objects with the Transparent shaders. In my case - the player and the column. When I changed the shader of the column to Transparent/Cutout the problem disappeared. The drawback is that now the column has jagged edges, but I think it’s much better than jagged edges on the player, since he’s animated.
I hope this helps anyone.
Update 3
It seems like this is a known limitation of the Transparent shader. From the Unity docs:
Transparent Cutout Properties
Cutout shader is an alternative way of displaying transparent objects. Differences between Cutout and regular Transparent shaders are:
- This shader cannot have partially transparent areas. Everything will be either fully opaque or fully transparent.
- Objects using this shader can cast and receive shadows!
- The graphical sorting problems normally associated with Transparent shaders do not occur when using this shader.
Link: Unity - Manual: Transparent Cutout Bumped Specular
Update 2
When I switch to the Transparent/Cutout/Diffuse shader the Z-index problem is gone and I have transparency, but also jagged edges around my sprite. What can I do about those jagged edges?
Update 1
I’m using a Transparent/Diffuse material for the player’s plane. When I change it to just Diffuse, the Z-index problem is gone, but the transparency is gone.
Question
I’m getting this weird issue - see the shot below. You can clearly see that the character plane is in front of the column, but the column gets rendered in front of it. I have tried searching for similar issues, they are all about Z fighting, which I understand is something different.
So as you can see there is plenty of space between the planes. A couple of things to note:
- the column is using a billboarding script, which rotates it on the Y axis towards the camera. Turning off the script makes no difference.
- I tried playing with the camera. Changing the clip planes makes no difference. The only think that sort of fixed it is when I got the camera super close to the plane with a really wide viewing angle. Obviously, that’s not an option
- the character can walk next to the wall (on the left of the screenshot) without any z-index issues and the planes even intersect.
Any ideas?
Here is the hierarchy in the scene as well as all affected objects’ positions at the time of the glitch.