Hi Harald,
I have a bit of a unique situation, I set all my Spine renderers to a sorting layer called ART.
I don't let the camera renderer anything on the layer DEFAULT, to reduce the amount of things being renderered.
As a result I notice Spine's ghost shader won't appear now, because I guess it's set to the sorting layer DEFAULT? π€
I was checking out the SkeletonGhost.cs script and noticed this line 155:
pool[poolIndex].Initialize(meshFilter.sharedMesh, materials, color, additive, fadeSpeed, meshRenderer.sortingLayerID, (sortWithDistanceOnly) ? meshRenderer.sortingOrder : meshRenderer.sortingOrder - 1);
Is meshRenderer.sortingLayerID the argument that is controlling the layer visibility? If it is, do you know if it's possible to update that via code at runtime? (change the sorting layer ID to ART) I guess I could hack this script, but I don't think it's the best way to go about it?
Can you advise? π
Thanks!