Make Immediate Mode scripts draw like a single component

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Image 6

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:
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Freya Holmér creator
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glad it worked out! closing topic

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ryan trawick

Works perfectly, thank you! Sorry I didn't realize it defaulted to Transparent. This did break the cel-shading but as a fix I drew the outlines Transparent and the yellow as Opaque, works pretty well except the outlines can't be used to break up the silhouette between objects:

Flipping the normals while drawing with Opaque would fix this, but it's a minor visual thing.

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Freya Holmér creator

when Draw.BlendMode is set to Opaque, it does use the Z buffer regardless of draw order, does that work in your case?