Version: Unity 6 (6000.0)
LanguageEnglish
  • C#

SortingCriteria

enumeration

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

How to sort objects during rendering.

Control the way Unity sorts objects before drawing them by using and combining these flags.

The basic flags are:

Multiple flags, when combined, are applied in the above order.

Some commonly-used sorting combinations are provided for convenience. Use CommonOpaque for opaque objects. This combination of flags includes optimization for reducing draw state changes and draws roughly front-to-back to reduce drawing over the same pixels many times. Use CommonTransparent for transparent objects, which need to be sorted from back to front before being drawn for them all to be visible.

Additional resources: DrawingSettings.sorting, ScriptableRenderContext.DrawRenderers.

Properties

NoneDo not sort objects.
SortingLayerSort by renderer sorting layer.
RenderQueueSort by material render queue.
BackToFrontSort objects back to front.
QuantizedFrontToBackSort objects in rough front-to-back buckets.
OptimizeStateChangesSort objects to reduce draw state changes.
CanvasOrderSort renderers taking canvas order into account.
RendererPrioritySorts objects by renderer priority.
CommonOpaqueTypical sorting for opaque objects.
CommonTransparentTypical sorting for transparencies.