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Description
Renderer's order within a sorting layer.
You can group GameObjects into layers in their SpriteRenderer component. This is called the SortingLayer. The sorting order decides what priority each GameObject has to the Renderer within each Sorting Layer. The lower the number you give it, the further back the GameObject appears. The higher the number, the closer the GameObject looks to the Camera. This is very effective when creating 2D scroller games, as you may want certain GameObjects on the same layer but certain parts to appear in front of others, for example, layering clouds and making them appear in front of the sky.
Note: The value must be between -32768 and 32767.
//Attach a script like this to a Sprite GameObject (Create>2D Object>Sprite). Assign a Sprite to it in the Sprite field. //Repeat the first step for another two Sprites and make them overlap each other slightly. This shows how the order number changes the view of the Sprites.
using UnityEngine; public class MyScript : MonoBehaviour { public int MyOrder; public string MyName; }
//Create a folder named “Editor” (Right click in your Assets folder, Create>Folder) //Put this script in the folder. //This script adds fields to the Inspector of your GameObjects with the MyScript script attached. Edit the fields to change the layer and order number each Sprite belongs to.
using UnityEngine; using UnityEditor;
// Custom Editor using SerializedProperties.
[CustomEditor(typeof(MyScript))] public class MeshSortingOrderExample : Editor { SerializedProperty m_Name; SerializedProperty m_Order;
private SpriteRenderer rend;
void OnEnable() { // Fetch the properties from the MyScript script and set up the SerializedProperties. m_Name = serializedObject.FindProperty("MyName"); m_Order = serializedObject.FindProperty("MyOrder"); }
void CheckRenderer() { //Check that the GameObject you select in the hierarchy has a SpriteRenderer component if (Selection.activeGameObject.GetComponent<SpriteRenderer>()) { //Fetch the SpriteRenderer from the selected GameObject rend = Selection.activeGameObject.GetComponent<SpriteRenderer>(); //Change the sorting layer to the name you specify in the TextField //Changes to Default if the name you enter doesn't exist rend.sortingLayerName = m_Name.stringValue; //Change the order (or priority) of the layer rend.sortingOrder = m_Order.intValue; } }
public override void OnInspectorGUI() { // Update the serializedProperty - always do this in the beginning of OnInspectorGUI. serializedObject.Update(); //Create fields for each SerializedProperty EditorGUILayout.PropertyField(m_Name, new GUIContent("Name")); EditorGUILayout.PropertyField(m_Order, new GUIContent("Order")); //Update the name and order of the Renderer properties CheckRenderer();
// Apply changes to the serializedProperty - always do this in the end of OnInspectorGUI. serializedObject.ApplyModifiedProperties(); } }
최근에 진행하는 프로젝트에서 플레이어 캐릭터가 돌아다니는 상황에서
건물 오브젝트 혹은 다른 오브젝트과 붙어있을때 랜더링 순서가 맞지않아 고민해본 결과
해당 오브젝트의 position.y값으로 레이어 order값을 변경시켜 건물의 앞에서 앞으로 뒤에선 뒤로
랜더링되도록 구현하였습니다.
using System.Collections; using System.Collections.Generic; using UnityEngine; // SpriteRenderer 필수 [RequireComponent(typeof(SpriteRenderer))] public class ObjectLayerSetter : MonoBehaviour { private SpriteRenderer spriteRenderer = null; private void Awake() { this.spriteRenderer = this.GetComponent<SpriteRenderer>(); } private void OnEnable() { // 레이어 이름이 Object일때만 호출, 이름은 원하는 이름으로 변경가능 if(this.spriteRenderer.sortingLayerName != "Object") { return;} this.StopAllCoroutines(); this.StartCoroutine(this.SetLayer()); } private IEnumerator SetLayer() { while (true) { // sortingOrder를 y값으로 계속 변경해준다. yield return new WaitForEndOfFrame(); this.spriteRenderer.sortingOrder = -(int)this.transform.position.y; } } private void OnDisable() { this.StopAllCoroutines(); } }