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Author Topic: top down angled perspective (zelda-esque) - different sorting order for tilemap?  (Read 5461 times)

radu

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What would be the easiest way to have a angled top/down perspective where my characters can go in front or behind a wall (that's part of a tilemap)?

I could work with the sorting layer/sort order for individual sprites, but the tilemap seems to be batching the walls and not sure how to play with the sorting order.

Is there a way to say something like descending (top to bottom) draw order and then I can change the ordering on my character sprite depending on the position so it's in front or behind walls?


Also, how would I figure out my main character sprite is behind a specific section of the tilemap so I can make it a bit transparent? Once again, it looks like the colliders are batched as well into edge colliders.


Thanks!

unikronsoftware

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It isn't officially supported but this thread explains how you can modify the code to sort order per row and have your characters fit in the same ordering sequence.
http://2dtoolkit.com/forum/index.php/topic,447.msg2041.html#msg2041

Janooba

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Sorry to bump an old thread, but the link you posted is broken now

unikronsoftware

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The link is working, but its in the private support forum. You'll need to register your copy to get access.