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How to adjust sort order based on Z axis position with Isometric Tilemap

Discussion in 'Editor & General Support' started by Catarang033, Dec 28, 2020.

  1. Catarang033

    Catarang033

    Joined:
    Dec 23, 2020
    Posts:
    2
    Hi. I'm very new to unity (started this week) and this is my first post on the forums. If you see something wrong with the post or need more information please let me know.

    I'm currently trying to make a fire pit out of Golden Skull Studio's Isometric tiles in an Isometric Z As Y Tilemap. Currently it looks like this:


    I got this by adjusting the z position on the tile palette that I was using to paint these tiles in. The z position of the fiery tiles is 1, and the z position of the darker tiles is 0.


    I basically want it to look like the opposite of the picture below, with the fiery tiles exposed above the other darker tiles but with the southwestern darker tiles wrapping around the fiery tiles to look like the darker tiles outline the fiery tiles:


    I had it looking like how I wanted before but I did something or something changed and now it looks like the first picture. I'm not sure what happened and I'm too new to understand a lot of this, otherwise I'd have looked up my issue. Thank you in advance for any help.
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,780
  3. Catarang033

    Catarang033

    Joined:
    Dec 23, 2020
    Posts:
    2
    Ty for your response.

    When you say it may not be appropriate here, what do you mean?
     
  4. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,780
    In Unity some sorting is with Z, some is with sprite draw order, and some is via the CanvasRenderer hierarchy-implicit order.

    Because Tilemaps use sprites, I theorize that it might be ordered the way sprites are usually ordered, not Z and not via UI CanvasRenderers.

    Caveat: I don't have significant Unity Tilemap experience.