both objects have some transparency to them.
as you can see the sphere is good then when it goes to the box it gets clipped when it passes a ceratin point and STILL IN THE Box the clipping is now not happening
also looks like the shading changes as well.
I know its something with the depth buffer but not sure how to fix it
or if its a bug
ah well my layer idea is not going to work because of the below documentation.
Taking out the transparency all i would like to do is have my object always rendered on top. If I disable depthtest to all my materials on my model i can see parts of my model on the other side of its self
Note : Putting a model component inside a layer that is rendered after the world layer will not make the model render on top of everything in the world layer! The Standard Material used to render models has a property called depthTest . When this is true (the default) before each pixel of the model is rendered the GPU will test to see if there is something else in front if this pixel. Even if that pixel was drawn in an earlier layer depth test ensures that only visible pixels are drawn. If you wish to ignore the distance from the camera when rendering a mesh, disable depthTest in your material.
you can create a layer, lets say TopLayer in the Editor, and add it to render after the World Layer.
From script, set the layer to clear depth buffer using clearDepthBuffer property, set it to true.
Assign object(s) you want to be on top into that layer.
And set up the camera to render both World and TopLayer layers.