Quick answer: Sort transparent objects back-to-front, split large intersecting transparent meshes, and use explicit render queue or sorting layer values to force the order.

Your glass, smoke, or layered sprites pop in front of things they should be behind. Transparency relies on draw order, not the depth buffer, and per-object sorting guesses wrong when objects overlap. Here is how to fix the order.

How to fix it

1. Force order with render queue or sort layers

Set explicit render queue values (or 2D sorting layers and order-in-layer) so the engine draws transparent surfaces in the order you intend rather than guessing from object centers.

2. Split intersecting transparent meshes

Per-object sorting cannot resolve two transparent meshes that interpenetrate. Break them into pieces that do not overlap, so each piece sorts correctly against the others.

3. Consider depth pre-pass or OIT for complex cases

For heavy transparency, write a depth-only pre-pass for the opaque parts, or use an order-independent transparency technique, so sorting no longer depends on fragile per-object distance ordering.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.