Object rendering in front of another object with higher z-axis value
Hey! Being a newbie to Unity, I still have a very loose grasp on its general mechanics, especially when it comes to depth rendering and camera buffers.
Our team is working on a 2D game, the project is set up for 2D and as a result, the z axis doesn't get used a lot. I was tasked with creating dynamic water and chose to do so with a script-animated 3D plane. It's no more than that. A flat plane. Still, on paper a 3D object Now my plane will always ever be in front of the rest of the objects, if not send to the very back. In 3D view, I can place the plane behind any object I want, it still is visible all the time.
In theory, it should be possible to mix flat 3D with true 2D? I don't know how the internal project setup for unity works when choosing to go 2D, but since I can view the game scene in 3D and move objects in the Z axis.....
Any idea what causes the issue?