Unsure if this is feasible, and I realise renderingGroupId is more about forcing render order, but I was wondering if it could also be (optionally?) factored into scene.onPointerObservable picking events i.e. meshes with higher renderingGroupIds would be prioritized in picking events, regardless of actual mesh depth along the picking ray? I’d imagine this might have a performance hit?
I have some conflicting pickable meshes in a scenario where I can’t use the utilityLayer and scene.onPonterObservable doesn’t seem to use a multi-pick ray - it always returns the first hit?