Quick answer: Set sorting layers and order in layer deliberately, or use a Y-based sorting axis for top-down games, so sprites draw in the intended order.

Wrong 2D sprite order is sorting-layer and order settings. Here is how to control it.

How to fix it

1. Set sorting layer and order

Assign sprites to sorting layers (background, world, foreground) and set order in layer within them. Sprites with the same layer and order draw in an ambiguous order, so set these deliberately for anything that overlaps.

2. Use a Y-based sort axis for top-down

For top-down games where lower objects should draw in front, set the transparency sort mode to a custom axis (Y) so sprites sort by vertical position automatically rather than by manual order.

3. Avoid relying on Z for 2D

While Z position can affect order, mixing it with sorting layers is confusing. Prefer sorting layers and order for explicit control, keeping Z for camera distance rather than draw order.

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 Unity 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.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.