PUParticleSystem3D的层显示问题

在2D场景下 使用PU 出现在最底层 下载最新版的3.9rc0 也有这样的情况 请问有办法解决吗?

解决了 附上测试代码
– self._camera = cc.Camera:createPerspective(30.0, size.width / size.height, 1.0, 1000.0)
self._camera = cc.Camera:createOrthographic(size.width , size.height, 0.0, 1000)
self._camera:setPosition3D(cc.vec3(0.0, 0.0, 0.0))
–self._camera:lookAt(cc.vec3(0.0, 0.0, 0.0), cc.vec3(0.0, 0.0, 50.0))
self._camera:setCameraFlag(cc.CameraFlag.USER1)
– self._camera:setGlobalZOrder(999)
–self._camera:setLocalZOrder(999)
self:addChild(self._camera)
local PARTICLE_SYSTEM_TAG = 0x0001
local ss=display.newSprite(PathResImages … “map/map0.png”, display.cx, display.cy)
:setCameraMask(cc.CameraFlag.USER1)
:setGlobalZOrder(-1)
:addTo(self)
local rootps = cc.PUParticleSystem3D:create(“lineStreak.pu”, “pu_example.material”)
rootps:setCameraMask(cc.CameraFlag.USER1)
– rootps:setGlobalZOrder(999)
rootps:setPosition(cc.p(size.width/2,size.height/2))
rootps:setScale(100.0)
rootps:startParticleSystem()
self:addChild(rootps, 0, PARTICLE_SYSTEM_TAG)