• 2D
  • isometric tilemap with custom sorting?

Hi!

I would like to use thin walls with a TileMap on Isometric Mode, but right now I'm having this problem:

So, is there a way so I could sort the tiles and sprites with a custom script? Or maybe I'm missing an option or something?

a month later

Hello! I would also be interested if someone knew of a built-in solution to deal with this :)

However intuitively, I think it is simpler to split the tile in two. This is the solution recommended in this blog (about Unity but more generally adressing sorting issues in isometric space): https://connect.unity.com/p/articles-what-i-learned-from-trying-to-make-an-isometric-game-in-unity

Because at the moment you use that type of multi-cell objet, you cannot use y sorting at all anymore. I am new so I am not sure, but I guess there could be optimization in the built-in y sorting that would be difficult to get with custom sorting. Actually I am not even sure there IS an existing sorting order that does what we want without splitting.

Tell me if you find something! :)

Just off the top of my head... Add a child node with smaller bounds located around the middle of the sprite to check for it's visibility and then also hide the rest of the character if the child node is not visible?

Note that I'm not really a 2D guy, so this is totally a random idea that might be completely horrible.

I've ended up just splitting the tile, it was the easiest and quickest thing to do. So instead of walls there's pillars. I thinks it even looks more cool : P