Project: Paper2D

But there are not translucent sprites involved in my issue. If I put a masked sprite at Z = 1.0 and other one at Z = 2.0 then they can result in z-fighting … and what I want is to avoid collision on sceneario, since even with a 16bit depth buffer I can have 65k layers…

On PC I do not see issue happening, my guess is depth buffer is larger in PC (maybe 32 or 24bit) I could enforce a larger depth buffer for android in project settings but I don’t think its cleanest way of avoiding issue.