Hi, may I know how to set each game object follow by z-order. I’m using spritemanager 2. Camera set to orthographic. Thanks.
I have adjusted the z and it’s look fine on camera.
The output on the iPhone not same with the Editor. Any tips/advice? Thanks
I’ve gotten that. Total pain, eh? I’ve had to just eyeball it, and then push things around in the Editor, hoping it will provide a good result. If UT could provide us with some sort of guide on the difference, or better yet, fix it, that would be awesome.
I have noticed z buffer issues between Unity/iPhone… I’m guessing the PC just has some ridiculous floating point accuracy and the device doesn’t… Is there a way to force a nvidia card in a mac to match the Z-Buffer bit depth?
I concur, if you are having issues with z-ordering not being the same on the device as in the editor, it is most likely due to Z-buffer precision. Try moving the objects farther apart on the Z-axis relative to the camera and that should fix it. Also try to make sure your camera’s frustum isn’t deeper than it needs to be. That can dramatically affect Z-buffer precision. Set the near clip plane to the maximum workable value for your situation, and the far clip plane to the lowest workable value.
In fact, you should try adjusting the clipping planes before anything else since for most 2D projects, you only need a tiny fraction of the default frustum depth, and that will give you TONS more Z-buffer precision, getting rid of most Z-buffering problems.
Thanks for the tips. It’s working.