Hello. I'm experimenting with an isometric grid system that features "height" layers on the terrain. I've figured out navigating the cells and shifting between heights without much issue, but there is one area I'm encountering trouble with, and that is getting objects to display behind the tilemaps where you would expect it to be obscured.
In case it is not apparent, there are three levels of "height" here. As you can see, the tilemaps themselves are sorted just fine - all at the same position on the Y-axis - but the cursor is obscured by some degree depending on the height.
At present, my code re-parents the cursor object to the height tilemap it's currently over and adjusts the Y position of the sprite and camera according to the height of the tile below, presumably causing the variable obscuring. I feel like I'm so close to what I'm trying to achieve but am misunderstanding something about the systems at play here. I've also tinkered with Z indices and parenting the cursor to the Y-sort layer it's in to no avail. I've checked just about every related online resource I could find and unfortunately there seems to be very little pertaining to my issue.
Am I going about this the wrong way? I'll admit, I'm still quite unfamiliar with Godot's node system, so any guidance would be immensely appreciated.