Hi, I'm currently using an orthographic camera to render sprites in a 3D space. The camera is angled down for an isometric look, and I'm encountering this issue: Pivot is at the bottom for both sprites, but rendering order appears to use the distance from center of sprite to camera, which results in situations where taller sprites can appear in front of smaller ones when they shouldn't. What is the correct way to solve this issue in the current version of Unity? This post mentions the new Axis Distance Sort feature that would remedy this problem, is that anticipated to make it into a non-experimental build soon?