Unity Editor version:2022.3.11f1
ML2 OS version:1.11.0
■Issue
・We are developing an application using Unity that overlays virtual 3D objects onto real-world structures.
・When we decrease the transparency of these 3D objects, it becomes difficult to see the real-world objects clearly behind them.
・Additionally, when we set the transparency to zero, the 3D objects turn completely black.
■Ideal behavior
・When transparency is set to 0, the 3D objects should become completely invisible.
・When transparency is set to a small value (e.g., 0.1), both the real-world objects and the virtual 3D objects should be visible clearly.
・This behavior was working correctly on HoloLens 2 using the same code.
Is there any recommended method or workaround to achieve the same behavior on Magic Leap 2?
■Current findings and considerations:
・We’ve identified that the issue is related to the DepthBuffer and ZWrite settings. How
ever, turning these off requires manually controlling the rendering order of complex 3D model materials, which we’d like to avoid.
・Is there a way or recommended workaround to achieve the desired transparency behavior without manually adjusting rendering orders?