I have a strange issue.
I have a simple spine object in unity in my 3D world, and a player which is a 2D sprite renderer object moving in a 3D world.
Both of them have the same layer order in their parameters, and there is nothing specific in term of layer (sorting layer is default).
When my player is moving in front of the spine object, the camera shows the player in front (as expected), but when the player goes behind the spine object, the camera still displays the player over the spine object as he was in front of it.
If i change the layer order of one of the two, it's the same problem, one of the object is always displayed in front of the other.
The only solution that I found to have a normal behavior (player going infront/behind is shown infront/behind), is by changing "Render queue" parameter of the spine material, from 3000 to 3001.
Then, my player sprite is well shown in front when in front the object, and behind the spine sprite when behind it.
It seems to me a really strange modification to make it work. Would you know why I have this issue, and how to fix this another way, in order to avoid modifying all the materials of all my spine exports ?
If it can help, I'm working in Unity on a 2.5D game, so all my assets are 2d sprites moving in a 3d world.
Layers are rendered correctly between 2 objects that have sprite renderer components.
The only layer issue that I have is between 2 objects when 1 contains a sprite renderer component and the other is a spine object (meshRenderer).
I don't have the issue between sprite renderer and other meshrenderer object that are not Spine objects.
Thanks for your time, and have a nice day.