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Question by Catlard · Jun 18, 2012 at 12:04 AM · iosrenderingparticleslayerdrawing

Unity drawing bug?

Pictures of the problem:

http://imgur.com/CZEW1 http://imgur.com/KqIHF

When I instantiate particle systems and some meshes, they sometimes are rendered mistakenly in front of the wrong object. Is this something I'm doing wrong, or is this a bug in Unity? How do I eliminate it? The objects in the scene are not static, and I've been building it out to iOS, but it's happening on the device, as well.

What say ye?

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avatar image Wolfram · Jun 18, 2012 at 12:13 AM 0
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It is not clear what is wrong in the picture, and what it's supposed to look like, please explain.

avatar image Wolfram · Jun 18, 2012 at 12:14 AM 0
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Also, which shader are you using for your particles?

avatar image Catlard · Jun 18, 2012 at 03:19 AM 0
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Sorry! Yes. The shader I'm using for the particles is Particles/Additive. Sorry for the delay. It's also not just happening to particles, but to meshes, as well, again. I thought I'd fixed it. But I've uploaded a second picture of it happening with a laser beam built two planes with identical materials--the shader on this is set to a custom shader I have, Sprite/Vertex Colored(Fast), from the Sprite $$anonymous$$anager 2 library's package.

It's supposed to look like the particles from the effect are going in front of the background mesh--there's a cornfield backdrop matte there that's rendering in front of my particles--same with the laser beam. Does that make sense?

Thanks!

avatar image Wolfram · Jun 19, 2012 at 02:21 AM 0
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So the problem maybe lies with the cornfield backdrop. What shader does it use, what queue value does the shader have, what queue value does Sprite/Vertex Colored(Fast), and so on?

avatar image Jessy · Jun 19, 2012 at 02:22 AM 0
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I'm assu$$anonymous$$g all the queues are "Transparent" (3000).

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Answer by Jessy · Jun 18, 2012 at 12:13 AM

The AABB of the hills mesh is closer than that of the particles. (Is it a sky dome or box? That would do it.) Put additive particles in a later queue or split up the mesh. Maybe. Fixing this would require a look at your scene, but there are plenty of options. It's not Unity doing something wrong; it's you not grokking how things are rendered, yet.

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avatar image Catlard · Jun 18, 2012 at 03:28 AM 0
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Ah! Fantastic knowledge. It's a skybox that I'm using. I've updated the question--it's happening to a plane with a different shader, too.

As you've suggested, though changing the particles to unlit or something does seem to fix the problem. I might not end up using these particle systems anyway--but in case I do, and there's still a problem, would you consider this script reference an acceptable port of grok?

http://unity3d.com/support/documentation/ScriptReference/$$anonymous$$aterial-renderQueue.html

I suspect that the error just involves making sure that the particles' render queue int is lower than that of the background...?

avatar image Jessy · Jun 19, 2012 at 01:51 AM 1
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That's a helpful property. I think you've got it backwards, though; you'll want the particle to blend on top of the background, so the background has to be drawn in a lower (earlier) queue.

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