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Correct way to deal with sorting layers in a top down 2d game while relying on tile maps and Transparency sort mode?
Hi, So I am playing around in Unity 2D, trying to figure out how to build a simple top-down 2d game. My current issue is how to have the player render correctly depending on where they are in relation to an environment object, such as a plant or tree.
When I use tile maps to include these assets I find it extremely hard to get a fluid layer sorting happening, especially if some objects are built up of several tiles, or exists at the intersection such as this:
So I am immediately drawn to the idea of keeping all sprites that are not strictly background/ground tiles as separate gameObjects with their own sprite-renderer component instead since it gives me much more freedom in terms of placing such assets without messing up tilemaps by trying to edit the sprite sort point etc.
I am however unsure if this will draw any significant overhead in the long run or not? Is this the most efficient way of solving the issue I am having at the moment? Is it unusual for a (modern) 2d top down game to have trees and other obstacles as separate entities?
I guess in short I would love to know what is considered industry standard when dealing with these issues in a top down game? Using Tilemaps for all buildings and trees, pretty much anything that is not a unique object and then be a Unity software ninja and solve it somehow or to place all objects you want to be able to walk behind or in front as separate gameObjects? Or maybe a 3rd option which i am totally unaware of?
I am using Unity 2019.4.9f1 and Transparency sort mode is set on Y:1
Any ideas and tips are greatly appreciated, thank you.
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