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Question by oquendo · Apr 29, 2011 at 05:50 PM · shadertexturestransparencyalphaorder

Wrong texture-arranging order

Hi,

I've created a single mesh in Maya by combining a number of quads. This way I have a sort of 2D paper doll with one joint per quad which I can then animate. (I'm trying to follow MikaMobile's steps as explained in this and other forum threads).

However, I've found a problem with this. When I import from Maya to Unity, textures do not display in the correct order of depth. Quads which are closer in the z-axis appear behind. Someone in the forums told me that this happens when importing, but I have no clue at the moment as to what to do about it.

I've tried using several shaders (all with transparency, which I need), but the result is the same. Any ideas?

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avatar image manni1981 · Mar 12, 2012 at 09:59 AM 0
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This sounds similar to my issue http://answers.unity3d.com/questions/225453/wrong-depth-sorting-using-sprite-manager-2-and-lar.html

A single mesh does not get sorted, and without sorting the quads may not be in the right order. Have you tried a cutout shader that uses depth-buffer write and test? That should work.

In my opinion this does not have anything to do with the maya --> unity import, but the general transparent sorting issue. There is no easy fix without a cutout shader too...

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