Hello,
I have two quads, the first is farer (big white circle) to the camera and the second is nearer to it (small robot).
If the second is closer to the center of the first quad, it appears before it (that is correct).
But if the second is in the right side of the first quad, it appears behind it on camera (that is wrong).
Some idea what could be causing it?
I’m rendering those sprites using quad meshes and ShaderMaterials to set the texture UV.
The scene composition is too complex as to build it in a playground, so I firstly ask if someone has an idea of what could be causing it.
Correct situation:
- Camera:
- Target:
Vector3(1, 0, 0)
- Position:
Vector3(-422, 2, 0)
- Rotation:
Vector3(0, 90, 0)
- Target:
- Farer quad (white circle):
- Position:
Vector3(1, 25, -100)
- Rotation:
Vector3(0, 90, 0)
- Position:
- Nearer quad quad is at
Vector3(1, 25, -100)
:- Position:
Vector3(-19, 11, -165)
← - Rotation:
Vector3(0, 90, -8)
- Position:
Wrong situation:
- Camera:
- Target:
Vector3(1, 0, 0)
- Position:
Vector3(-422, 2, 0)
- Rotation:
Vector3(0, 90, 0)
- Target:
- Farer quad (white circle):
- Position:
Vector3(1, 25, -100)
- Rotation:
Vector3(0, 90, 0)
- Position:
- Nearer quad quad is at
Vector3(1, 25, -100)
:- Position:
Vector3(-19, 11, -175)
← - Rotation:
Vector3(0, 90, -8)
- Position: