Hello my friends,
I have a small Feature Request - Proper Z Order for 2D in Cocos 3.X
First I need to clarify that I’m not talking about 3D, but about orthographic 2D view where the node hierarchy dictates the Z Order.
I’m talking about when using Canvas-UIs in 2D scenes, there is no other way to change Z order of elements besides moving the nodes up and down of their Node hierarchy.
(unless someone has a solution, I’m fully open for it)
The most important thing, I want it to be able to work with Spines, I want to be able to move/override their Z Order on demand without moving them out of their parent Node hierarchy.
@daisyH, it has few problems, in orthographic view the Z order is ignored and it renders canvas objects according the node hierarchy anyway.
Can you elaborate more about setting multiple camera render groups? (hope its not affecting much the performance)
I think its not fitting my projects because its 3D, and Spine objects are limited to be in Canvas and have UI.Transform with no option to define depth.
Devs… Only if I could set the Z order for objects regardless of their node hierarchy