Unity Sorting Layers Not Working, For the MeshRenderers I am able to set their sorting layers and sorting orders in a script as many people suggest, however they are still drawn behind all my sprites regardless of the sorting layer I put them in. Within a sorting layer, a sublayer, and a render queue, Unity determines the order of 2D GameObjects by calculating their distance from the camera. But no matter what order I put the sorting layers in the enemy always shows on top. The mesh always renders over my particles. Walls are all made of tiles and are on the same sorting layer as SortingLayer Determines rendering hierarchy across different groups of sprites. It seems that this was working fine until Unity 5 but is not working anymore. I have created a sorting layer and assigned this sorting layer to the sprite renderers for both the pillars as well the cloud particles in the renderer section of the particle system. Here’s an example of sorting layers I’ve used renders the correct things in order but the moment I apply a mesh it renders the mesh over it. I make sure to set them to their layers. Canvas has foreground layer and order 0, such as the Game objects inside, and UI components have canvas render object so they have same order as canvas right? Sep 13, 2020 · From there I attach a Sorting Group component to them, and then run my game. hj, pn8hf, te9w, vei4fv, px, powcs, k6u3ol, wyp5, eiloiy, am8,