Make Immediate Mode scripts draw like a single component
While it does make sense that the first instantiated script is the first to draw, it's kind of tedious to have to set that up if you want to do a bunch of complicated 3D effects. It'd be nice if each script was handled like a single mesh/Shapes component and was affected by the z-buffer.
Reporting a bug? please specify Unity version:
Reporting a bug? please specify Shapes version:
Reporting a bug? please specify Render Pipeline:
when Draw.BlendMode is set to Opaque, it does use the Z buffer regardless of draw order, does that work in your case?