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!
Original Post on Discord
by user 248501710404845568
Hi, which Unity version and renderpipeline are you using?
URP / 2021.3.14f1
by user 248501710404845568
we totally could switch to any version you’d recommend, though - at least for the editor
by user 248501710404845568
loathe URP but stuck with it
by user 248501710404845568
Can you try changing the renderQueue instead? We dont export the sorting priority specifically
will do and report back!
by user 248501710404845568
so we’ve looked around for a renderQueue to change, but aren’t seeing any - we think they might be the same thing now?
by user 248501710404845568
(at least on the URP/Lit shader)
by user 248501710404845568
ah! I do see it in UnityGLTF/PBRGraph… gonna give that a try…
by user 248501710404845568
Ah maybe it got renamed / changed. I’ll take a look at it tomorrow!
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!
by user 248501710404845568
Started testing this now - this is with a normal renderer in BiRP and transparent materials

and with a skinned mesh (flipped the order so it looks as expected). Going to try with URP now

Hi, should be fixed in the next update (it did reproduce in URP)

Should work in the latest release
amazing!! we’ll pull and confirm!
by user 248501710404845568
confirmed fixed in Exporter 3.9.0-exp, Engine 3.9.0-alpha.1! Bravo!
by user 248501710404845568
Great, thanks for confirming!