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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/>
@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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