Search Issue Tracker
By Design
Votes
6
Found in
2021.3.33f1
2022.3.14f1
2023.2.2f1
2023.3.0a16
6000.0.0b11
Issue ID
UUM-57549
Regression
No
"Custom Render Queue" field cannot be set above "2000" when changing it in the Inspector window using Debug mode
How to reproduce:
1. Create a new project with any template
2. Create a new material (Asset > Create > Material)
3. Select the created material in the Project window
4. Change the Inspector to Debug mode
5. Set the “Custom Render Queue” field to “3000”
Expected result: The “Custom Render Queue” field is set to “3000”
Actual result: The “Custom Render Queue” field is reset to “2000”
Reproducible with: 2021.3.33f1, 2022.3.14f1, 2023.2.2f1, 2023.3.0a16
Note: In 2022.3, 2023.2, and 2023.3 streams the “Custom Render Queue” field constantly stays at “2000”
Comments (1)
-
Timrilian
Feb 29, 2024 04:59
I also ran into this issue in 2022.3.6f1. If anyone has found a workaround I'd love to hear it.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Search window icons at the bottom are cut off when Search window is resized vertically
- "Try something else?" text label is cut off when searching for a long text in the Search window
- Rendering Debugger window sections do not have a minimum width set when resizing with the slider in the middle of the window
- Last segment of a Sprite Shape Spline is affected by other segments' Sprite Variant change when no edge Sprite is selected
- [iOS] Application frequently crashes on Social.LoadAchievements call when many achievements are registered
Resolution Note:
Hi, there is different shader GUI script for each render pipeline. In particular, URP and the built-in render pipeline have different behaviors, HDRP control the RenderQueue and reset it automatically. The built-in render pipeline at least prints a message to the console explaining that the render queue value is out of range and being forced back to a reasonable default. URP says nothing, unfortunately. The rest of the issue is that the shader GUI script(s) is artificially limiting the render queue range, so if you are modifying an opaque material, you won't be able to move it to the transparent part of the queue. Finally, things behave differently in debug mode, and we don't have the "custom" scripts, so things are quite different than in normal mode.