This is working perfectly. I had a slightly more complex setup than I wrote in my question. The spheres were all part of a common parent node. I thought I could get away with setting the render order on that parent instead of each specific sphere. I updated my code to set each spheres order specifically and it worked perfectly. Thanks for your help!
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Hi thanks for your suggestion. I've implemented the approach you suggested and I can sometimes select the spheres that are inside the box. In some orientations it becomes hard to tap a sphere (hover state doesn't work either). The only way to make it work is to rotate the scene a bit (the cube).
Are there any other approaches I can take to capture a rotation gesture without creating a collision component?
Hi Mark would you mind sharing an example? I have almost the same problem.
Would be a fantastic feature: Feedback filed a few months back - FB9761812