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Question by Cratuss96 · Oct 30, 2020 at 11:49 PM · 2d gamesorting layerstop-down

How to 2D Topdown Sprite order management

Hello,
I have been having problems with my 2D project with topdown view for several months now. I can't get the sprites or tiles of my game to be arranged in a way that the topdown view looks like it should look like.


My main problem is to put the top part of the walls in front of the player while the bottom of the wall appears behind the player if he stands in front of the wall:

image1


first i used a "Front" tilemap which is on a layer in front of the player and has no hitbox. while the "Colidable" tilemap is on a layer behind the player and has a hitbox. (and one for the Ground)


The problem here is that the corner parts (green) of the rooms neither fit on one tilemap nor on the other:


alt text


if I would have put these corners on the front tilemap I would have to set the coliders for these extra (independent from the tilemap colider on "colidable") which would be not only extremely complicated but also extremely "dirty" solved. If I put them on the "colidable" tilemap my player will get stuck with the colider because it is on the tilemap coilder.


so I looked for solutions online. There I found the possibility with Y Axis alignment in the Camera Settings. Unfortunately this is only a solution for my entities but not for my tilemap because the pivot point of the tilemap is not set for every single tile. this would only work if i set EVERY tile on its own tilemap but then what do i need tilemaps for?


I tested some things like "brushes" for prefabs and other things. nothing was the optimal solution. nothing could really help me. So in my desperation I come to you in the hope that someone here had a similar problem and/or has a solution for me.


If you think you can help me but do not understand the question completely, I can try to go into detail so just ask me.


many thanks in advance

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