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Weird mesh rendering order on Android

Discussion in 'Editor & General Support' started by shellyalon, Aug 28, 2016.

  1. shellyalon

    shellyalon

    Joined:
    Mar 26, 2013
    Posts:
    27
    Hello,

    I've been struggling with this issue for the past 20 hours and to no avail. I've got a simple scene with a camera and a few meshes. (The scene should be way more complicated, but I've reduced it to the bare minimums right now)

    in editor.PNG
    unity.PNG

    This is how it looks in the editor.

    When i build it for pc, everythings fine. But when i build it for android then the rendering order is suddenly banana. When the camera is moving, it doesnt render everything at once. first you see the green of the trees, then after a while (when the objects moved further away from the camera) you see everything - but still with objects overlapping each over when they really shouldn't.

    on android.jpg
    notice how the stones in the back are in front of the trees suddenly.

    I've alreay tried to play with the clipping planes or the scales of the scene. The meshes have the simplest "standard" material set to Opaque.

    I only find threads and solutions about regular z-fighting...
    Any ideas?

    Cheers,
    Shelly

    in editor.PNG unity.PNG on android.jpg
     
  2. mbowen89

    mbowen89

    Joined:
    Jan 21, 2013
    Posts:
    639
    The trees aren't using a transparent material at all?
     
  3. jasperbarg

    jasperbarg

    Joined:
    Oct 12, 2018
    Posts:
    11
    Did you find the problem and a solution to this issue? I am having the same problem in Unity 2020.1.0f1.
     
    oritu likes this.
  4. oritu

    oritu

    Joined:
    Mar 14, 2017
    Posts:
    1
    I have this same issue with Unity 2020.1.4f1.