This problem looks like too agressive batching happening, which will group parts with the same texture to one draw call, messing with the resulting attachment draw order. If you then have everything on a single atlas page texture, there is no need to re-group anything by the batcher, and it will keep the order as-is.
Are you using Unity's Universal Render Pipeline (URP) in your project?
If you ever need to use multiple atlas textures, there are some solutions to this:
- You can add a SortingGroup component to each character GameObject.
- You can enable
Advanced - Fix Draw Order
at your SkeletonAnimation
component.
Unfortunately, we got some cases reported where the batcher would still too agressively re-order things. Please let us know if the above solutions fail to resolve your problem at any time in the future.