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Question by Wasplay · Jun 02, 2018 at 06:26 PM · 2dspritesmask

Sprites Mask with Custom Range not working after build

I'm using multiple masks in my game so I have to use the Custom Range setting, and they where working fine until now :/ Every mask is still working in editor, and I get no error in editor and in the build, idk what's happening

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avatar image bilalakil · Mar 01, 2019 at 03:56 AM 0
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I'm experiencing the same issues with sprite mask custom ranges whose GameObject is packed into an AssetBundle. When loading and instantiating from that AssetBundle, even within the Editor's Play $$anonymous$$ode, I can see that the custom range front and back sorting layers are set back to Default for some reason. The order in layer value is preserved as expected though.

I'll report this bug to Unity and use a temporary workaround for now that sets the sorting layers via code at runtime.

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Answer by Wasplay · Jun 02, 2018 at 07:14 PM

up ?.. I really need to fix this bug..

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Answer by dushukai · Feb 07, 2021 at 12:26 AM

I had this issue before. Seems it is related to the mask custom range. For example if my target order in layer is 99, then I have to set the range as [98,100] alt text

If I set the range as [98,99], the editor works fine, but the build shows no effect.


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