Hi! We’ve seemingly encountered a bug where the Sorting Priority on materials seems to be ignored in the Needle build, at least for a particular SkinnedMeshRenderer. Is this a known issue, and if so, is it on the roadmap to be implemented? Thanks in advance!
hey, so we did try just using renderQueue in UnityGLTF/PBRGraph (which uses both “RenderQueue” and “Sorting Priority” depending on Queue Control Auto or UserOverride respectively)… but the problem persists! changing renderQueue causes the effect to look correct in the Unity Editor, but seems ignored in the Needle build.
please do let us know if there’s a relatively easy fix - if not, we’ll just have to live without it!