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@sinbad
Last active October 6, 2024 16:10
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Expose sorting layer in MeshRenderer inspector, for rendering on top of sprites
using UnityEngine;
using UnityEditor;
using System.Linq;
/// This just exposes the Sorting Layer / Order in MeshRenderer since it's there
/// but not displayed in the inspector. Getting MeshRenderer to render in front
/// of a SpriteRenderer is pretty hard without this.
[CustomEditor(typeof(MeshRenderer))]
public class MeshRendererSortingEditor : Editor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
MeshRenderer renderer = target as MeshRenderer;
var layers = SortingLayer.layers;
EditorGUILayout.BeginHorizontal();
EditorGUI.BeginChangeCheck();
int newId = DrawSortingLayersPopup(renderer.sortingLayerID);
if(EditorGUI.EndChangeCheck()) {
renderer.sortingLayerID = newId;
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUI.BeginChangeCheck();
int order = EditorGUILayout.IntField("Sorting Order", renderer.sortingOrder);
if(EditorGUI.EndChangeCheck()) {
renderer.sortingOrder = order;
}
EditorGUILayout.EndHorizontal();
}
int DrawSortingLayersPopup(int layerID) {
var layers = SortingLayer.layers;
var names = layers.Select(l => l.name).ToArray();
if (!SortingLayer.IsValid(layerID))
{
layerID = layers[0].id;
}
var layerValue = SortingLayer.GetLayerValueFromID(layerID);
var newLayerValue = EditorGUILayout.Popup("Sorting Layer", layerValue, names);
return layers[newLayerValue].id;
}
}
// This is free and unencumbered software released into the public domain.
//
// Anyone is free to copy, modify, publish, use, compile, sell, or
// distribute this software, either in source code form or as a compiled
// binary, for any purpose, commercial or non-commercial, and by any
// means.
//
// In jurisdictions that recognize copyright laws, the author or authors
// of this software dedicate any and all copyright interest in the
// software to the public domain. We make this dedication for the benefit
// of the public at large and to the detriment of our heirs and
// successors. We intend this dedication to be an overt act of
// relinquishment in perpetuity of all present and future rights to this
// software under copyright law.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
// OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
// OTHER DEALINGS IN THE SOFTWARE.
//
// For more information, please refer to <http://unlicense.org/>
@sinbad
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sinbad commented Oct 23, 2019

Hi could you add a license notice to the code? I really want to use it in our game project but I can't use it if it doesn't have a license free for commercial use.

OK, I've added Unlicense.org's text to the bottom.

@DorelBarbu
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Awesome work! Thank you!

@JoseHdez2
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Thanks 👍 It really should be there by default though 😆

@PetrKarbula
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This script breaks the visibility of Lighting and Lightmapping settings.

@brie-apollo-21
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Thank you so much! This is amazing and script works flawlessly for me 👍

@Zurigan
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Zurigan commented Dec 14, 2020

This script breaks the visibility of Lighting and Lightmapping settings.

Fixed these here: https://gist.github.com/Zurigan/1f8484d7ac60f059e2f8ba49640c6d0e

@scarletor
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Your script is a fucking lifesaver! i have to register to comment that i love you!

@Manamongods
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Manamongods commented Apr 5, 2021

Having a sorting layer before the default one will produce a negative SortingLayer.value. I fixed that and also added persistence to the foldout here: https://gist.github.com/Steffenvy/c15daa426046e0df3193fcc5e0f63996

@aka3eka
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aka3eka commented May 20, 2021

Change OnInspectorGUI in the following way to allow Prefab editing too:

public override void OnInspectorGUI()
    {
        base.OnInspectorGUI();

        MeshRenderer renderer = target as MeshRenderer;

        EditorGUILayout.BeginHorizontal();
        EditorGUI.BeginChangeCheck();
        int newId = DrawSortingLayersPopup(renderer.sortingLayerID);
        if (EditorGUI.EndChangeCheck())
        {
            Undo.RecordObject(target, "Sorting Layer change");
            renderer.sortingLayerID = newId;
            EditorUtility.SetDirty(target);
        }
        EditorGUILayout.EndHorizontal();

        EditorGUILayout.BeginHorizontal();
        EditorGUI.BeginChangeCheck();
        int order = EditorGUILayout.IntField("Sorting Order", renderer.sortingOrder);
        if (EditorGUI.EndChangeCheck())
        {
            Undo.RecordObject(target, "Sorting Order change");
            renderer.sortingOrder = order;
            EditorUtility.SetDirty(target);
        }
        EditorGUILayout.EndHorizontal();
    }

And fix the bug with layers beneath Default as @Ratatoeskr proposed above.

@Manamongods
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First time in 5 months that I tried to modify prefab instance values, and I noticed there wasn't any overrides created, so I fixed that:
https://gist.github.com/Steffenvy/c15daa426046e0df3193fcc5e0f63996

@Lan990
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Lan990 commented Dec 7, 2021

All I can say is that you for this. And thank you to everyone who added on top of this.

@figueira-israel
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thank you!

@MarkHelsinki
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Big thank you for this. I was used to doing it via script, but this really is a much more reliable method if you are relying on non-coders setting up parts of a game, like I am.

@guiMendel
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A hero rises to our aid!

@CrAzYiNeSs
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Still comes in handy with 2022 LTS branch of Unity. I tried everything to get my water mesh to render over the majority of my sprites, and nothing worked except this.

@qwe321qwe321qwe321
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I remade it by inheriting the internal class MeshRendererEditor to keep the default functionality and compability with prefab, multi-edit, and undo/redo. Also I added support for SkinnedMeshRenderer and included installation as a UPM package.
https://github.com/qwe321qwe321qwe321/Unity-ExposeSortingLayerEditor

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