Hi Herald,
Is there a way to use zSpacing for SkeletonGraphics so that we can insert TextMeshProUI in between our skeleton layers? In other words is there a way to ignore Hierarchy sorting order and favour zspacing sorting order for TextMeshProUI and SkeletonGraphics using z spacing?
Found this answer from Unity, but I'm afraid currently there is something missing in Spine UI shaders!!! It does not work and I get only Hierarchy ( Render ) Order ignoring zSpacing.
Sorting of UI happens at different levels:
Render Order / Z order (Screen Space - Camera / World Space only)
Hierarchy Order / Sprite sorting layer (exactly like the 2D system)
Sprite Layer order (exactly like the 2D system)
Screen Space Overlay is almost exactly like the Legacy GUI, in that it renders on top of everything, UI elements are then drawn using the Hierarchy / 2D Rendering system on the canvas.
For World Space and Screen Space Camera, the camera render order and Z order are taking in to account as well.
It feels like it will be just a small tweak in shaders.
In other words the text is always in front of SkeletonGraphics even if it is in z space behind.