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Isometric Tilemap Sorting issues

Discussion in '2018.3 Beta' started by GoldenSkullArt, Sep 13, 2018.

  1. ChuanXin

    ChuanXin

    Unity Technologies

    Joined:
    Apr 7, 2015
    Posts:
    1,068
    You may want to try changing the pivot of the Sprites in the Grass Tile to the bottom center of the Grass portion. This will allow the Grass tiles to be sorted accordingly with the block.

     
    LeonhardP likes this.
  2. Sylmerria

    Sylmerria

    Joined:
    Jul 2, 2012
    Posts:
    369
    I will try tonight.
    But you mean all ours sprites need to have pivot set in bottom center what ever ?
     
  3. Sylmerria

    Sylmerria

    Joined:
    Jul 2, 2012
    Posts:
    369
    That doesn't work at all :( And if I set grass pivot to top center, sorting is "broken".
    So I definively don"t know how solve this problem

    Edit: Is it expected to have a good order to dynamically set Z position value ? Because it seems work like that but it's hard
     
    Last edited: Oct 18, 2018
  4. bartuq

    bartuq

    Joined:
    Sep 26, 2016
    Posts:
    127
    Hello,
    I have both layers at the same level for my player and tilemap (picture 1 and 2). What if I want at the same time make my player visible at the stairs (picture 3). Is it possible?
    EDIT: Solved with Sprite Sort Point

    It would also be nice to have Z Position as a float instead of integer.

    stairs2D.png
     
    Last edited: Oct 29, 2018
  5. rushk1

    rushk1

    Joined:
    Sep 24, 2017
    Posts:
    39
    Could you please explain how you did it ?
     
  6. bartuq

    bartuq

    Joined:
    Sep 26, 2016
    Posts:
    127
    Same Order in Layer for effect like in the picture 1 and 2, Pivot set as Custom, Sprite Sort Point set as Pivot.
    Example:
    - player and stairs, Order in Layer 1
    - grass tiles, Order in Layer 0
    Effect 3 on the stairs (picture 3), sometimes will be ok, sometimes not. It's depending from which side the player will go up the stairs. So I think the best way is change Order in Layer to +1 for him, and when walk down from them change to -1.

    I see the potential in the Isometric support for 2D Tilemap, but working with it requires some tricks.
    LINK

    I'm working on a custom brush for 2D Isometric, based on LINK, painting prefabs on the Grid. Placeholder graphics (Ultima Online) for testing purposes only.
    MapEditor.png
     
    rushk1 likes this.