Adding a SortingGroup component to a GameObject will ensure that all Renderers within the GameObject's descendants will be sorted and rendered together.
A common use case for having a SortingGroup is to create complex 2D characters that are made up of multiple SpriteRenderers. When several clones of such a character overlap, their individual body parts might not be sorted properly resulting in a visual glitch where the the body parts interleave. For example, the hands of two characters might be sorted in front of their bodies, where you would expect one entire character to be drawn in front of the other character. The SortingGroup component solves this by ensuring the entire branch of the character are sorted and rendered together.
The descendants of the SortingGroup are sorted using the same SortingLayer and Renderer.sortingOrder. However, they are only sorted against other descendants of the SortingGroup and not with any renderers outside of it. This allows you to reuse the same SortingLayers (for example, "Hands", "Torso"...) to sort body parts while ensuring they never interleave with other clones of the character.
The SortingGroups, together with other renderers, are sorted using the SortingLayer and Renderer.sortingOrder. Additionally, they can be nested within other SortingGroups. This is useful if you have branches of descendants that should not be mixed up i.e. the "Left Hand" vs the "Right Hand" hierarchy branches.
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sortAtRoot | Ignores any parent SortingGroup and sorts this and its descendant Renderers against other Renderers at the root level. |
sortingLayerID | レンダラーの Sorting Layer の Unique ID |
sortingLayerName | レンダラーの Sorting Layer の名前 |
sortingOrder | Sorting Layer によるレンダラーのオーダー順 |
UpdateAllSortingGroups | Updates all Sorting Group immediately. |
enabled | 有効であれば更新され、無効であれば更新されません。 |
isActiveAndEnabled | Reports whether a GameObject and its associated Behaviour is active and enabled. |
gameObject | このコンポーネントはゲームオブジェクトにアタッチされます。コンポーネントはいつもゲームオブジェクトにアタッチされています。 |
tag | ゲームオブジェクトのタグ |
transform | The Transform attached to this GameObject. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | オブジェクト名 |
BroadcastMessage | ゲームオブジェクトまたは子オブジェクトにあるすべての MonoBehaviour を継承したクラスにある methodName 名のメソッドを呼び出します。 |
CompareTag | Checks the GameObject's tag against the defined tag. |
GetComponent | Returns the component of type if the GameObject has one attached. |
GetComponentInChildren | Returns the Component of type in the GameObject or any of its children using depth first search. |
GetComponentInParent | Returns the Component of type in the GameObject or any of its parents. |
GetComponents | GameObject から type のタイプのコンポーネントを「すべて」取得します。 |
GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. Works recursively. |
GetComponentsInParent | GameObject や深さ優先探索を活用して、親子関係にある親オブジェクトから type のタイプのコンポーネントを「すべて」取得します。 |
SendMessage | ゲームオブジェクトにアタッチされているすべての MonoBehaviour にある methodName と名付けたメソッドを呼び出します |
SendMessageUpwards | ゲームオブジェクトと親(の親、さらに親 ... )にアタッチされているすべての MonoBehaviour にある methodName と名付けたメソッドを呼び出します |
TryGetComponent | Gets the component of the specified type, if it exists. |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindObjectOfType | タイプ type から最初に見つけたアクティブのオブジェクトを返します |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | original のオブジェクトをクローンします |
bool | オブジェクトが存在するかどうか |
operator != | 二つのオブジェクトが異なるオブジェクトを参照しているか比較します |
operator == | 2つのオブジェクト参照が同じオブジェクトを参照しているか比較します。 |