Mixing objects with Sprite and Mesh renderers - sprite order layers
I am using GameObjects (let's call them objects of type A) that have MeshRenderers and GameObjects with SpriteRenderers (let's call them objects of type B) in the same scene. My goal is to use Sprite Sorting Layer and Order In Layer properties so that I can precisely define rendering ordering of objects of type A and B. In my scene, the ordering is mixed and in some cases I want first to show some objects of type A then on top of them objects of type B and then on top of them objects of type A again. In order to accomplish that, I've correctly defined sorting layers and order in layer properties for all object of type A and B. However, despite all that, Unity always first renders the objects of type A (GameObjects with MeshRedenrers) and then on top of them objects of type B (GameObjects with SpriteRenderers). All this is happening regardless of z postion value of each individual object. It just seems like unity is always first showing mesh-based object and then always on top of them sprite-based object. Am I doing something wrong here?
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