In the latest version of the Cubism SDK for Unity, support for URP has led to a change in the rendering method, which now uses Cubism’s proprietary Renderer Feature. However, after implementing this, I have encountered several issues:
- The processing load of the rendering method using Renderer Feature is relatively high.
- It is difficult to control rendering order using traditional methods such as Sorting Layer, Sorting Group, and Sorting Order.
- A dedicated camera is required to display Live2D models.
- As a result, it is difficult to control the z-order (front-to-back relationship) between other objects placed in the scene via SpriteRenderer and the Live2D models.
Even now, if you export models from Cubism Editor in version 5.0 format and load them into a project using an older version of the Cubism SDK for Unity, they appear to render correctly using the legacy rendering method, even if the entire project is already URP-compatible.
Therefore, for the app currently under development, we plan to continue using this older SDK version for the time being.
However, considering future SDK updates, the need to reduce rendering load, and the desire to coexist with Unity’s standard Renderers (including SpriteRenderer), it would be greatly appreciated if the current SDK could add an option similar to “Unity Native Mode,” which closely resembles the legacy rendering method.
We envision a setup where, during model import or export, users can choose between the current Renderer Feature method and a compatible rendering method that uses Unity’s standard Renderers and sorting functions.
Even if this mode has functional limitations, such as the inability to use advanced blending or certain new features, it would still be acceptable. We hope you will consider providing this as an option that prioritizes lightweight performance and natural control over rendering order relative to scene objects like SpriteRenderer.