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Votes
0
Found in
2018.3.0b4
2018.3.0b5
2019.1.0a2
Issue ID
1090165
Regression
No
[Tilemap] Sorting Order for the Individual Mode of the Tilemap Renderer doesn't work in the Game view / Standalone build
How to reproduce:
1. Open the user-submitted project ("Test.zip")
2. Make sure both Scene View and Game View windows are both visible
3. Open the "SampleScene" scene and click on the Tilemap object
4. Change the Tilemap Renderer mode to Chunk and back to Individual while observing the changes in the Scene/Game Window
5. Change the Sorting Order from Top Left to Bottom Left
6. Observe the Game View again
Expected result: The Individual mode sorting order reacts and looks the same in both Scene View and Game View
Actual result: The sorting order in the Game View / Standalone Build is broken/doesn't change
Reproduced in: 2019.1.0a10, 2019.1.0a2, 2018.3.0b12, 2018.3.0b4
Unable to test: 2019.1.0a1, 2018.3.0b3, 2018.3.0a1 (Changing the sorting mode results in a crash)
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Resolution Note (2018.3.X):
User script has the following line of code:
camera.transparencySortMode = TransparencySortMode.Orthographic;
Using this will override the sort mode of the camera in the GameView and also overrides the sort mode set in the Project Settings. This means that the GameView is always rendered in Orthographic mode for that camera while the camera in the SceneView will still sort based on the sort mode set in the Project Settings, which in this case is in Custom Axis Sort mode.
This results in the discrepancy between the sort order in the SceneView and the GameView.
To ensure that the sort mode in the Project Settings is used, the line can be changed to:
camera.transparencySortMode = TransparencySortMode.Default;
This will make the camera take the sort mode settings from the Project Settings (which was set to Custom Axis).
Alternatively, to always make sure that the Custom Axis Sort mode is activated, the following can be done instead.
camera.transparencySortMode = TransparencySortMode.CustomAxis;
camera.transparencySortAxis = new Vector3(0, 1, 0);