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Critical error with 3D Sprite #63277
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Yesterday there was a report of what I believe is the same issue. Search before opening issues... Try unchecking Transparent in your Sprite3D material, this should fix it. |
The similar issue yesterday was #63182 . |
@InkRobert could you try if the solutions listed on the trasparency sorting section of the documentation to see if it fixes in your case? https://docs.godotengine.org/en/stable/tutorials/3d/3d_rendering_limitations.html#transparency-sorting I would also try to make custom shaders or try to mix the materials render priorities, another thing to test as well is if you can export out of a 3D tool like blender all the meshes to share one material and also export all the background planes as a single mesh, this usually is done to reduce draw calls, I don't know what effect it would do to multiple transparent planes though. There's also viewports you could try to test, one of these could work. |
Duplicate of godotengine/godot-proposals#4099 (will be fixed by #63040 in 3.6). See also 3D rendering limitations. In the meantime, enable alpha scissor on the materials if you want to avoid transparency sorting issues, or adjust render priority on the materials. |
Godot version
3.5 rc6 and 4.0 alpha
System information
Windows 11 Pro, GLES3 and Vulkan(for Godot 4.0)
Issue description
In godot there is a huge problem with 3D sprites, namely that the sprites in the background can overlap the foreground, this makes it simply impossible to work with sprites in 3D space! I no longer hope to fix this in Godot 3, but in Godot 4 this bug is also present, it's a small limitation that breaks a lot of plans for my project.
Steps to reproduce
I'm more of a designer than a programmer, so I can't imagine fixing this bug on a software level, but if godot already has a solution to this problem, I'd be happy to know it
Minimal reproduction project
No response
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