Thank you everybody! I hope with collective efforts we'll solve the problem.
I'm very grateful to you all.

Li, your suggestion about Renderer.CORRECT_Z_ORDER  did change the
situation, but not entirely.
Applying this (in cycle to all rotating cubes):
(currentAnimatedSide[j] as Cube).renderer = Renderer.CORRECT_Z_ORDER as
IPrimitiveConsumer;
(currentAnimatedSide[j] as Cube).ownCanvas = false;

Did fix the issue, but(!) those artefacs dissappered only while looking from
top.
While rotating it looks like this from the bottom:

[image: cube.jpg]

«with owncanvas enabled, what about tricking the z sorting with the
screenZOffset property ?»

Julien I didn't quite understand how this should work.
I tried to apply different zOffsets to cubes, in cycle before applying the
animation. Like this:
(currentAnimatedSide[j] as Cube).screenZOffset = j;
and this
(currentAnimatedSide[j] as Cube).screenZOffset = Math.abs(0 - j);

But in every case everything looks broken and full of black planes.


«If you are switching containers for these cubes at run time, that "should"
happen, I guess, because you are trying to sort a container with the other
cubes.»
@Peter, well I have only one container, which has 26 cubes inside, which
form this rubik's cube.

Puting those cubes which form a rotating side, before applying the rotation
tween, into a separate container — guided to a real mess.
I think the best way to rotate just the cubes within.

But if I don't find any other solution, may be I'll have to remake
everything.

«A:
Place all the cubes containers, into another container. On this main
container, try the ownCanvas=true; instead of the individual cubes.»
Well, all cubes don't have containers. They are placed into a single
container.
Setting this main container ownCanvas = true — didn't help, unfortunately.

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