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2D: Transparency Sort Axis not properly affecting Tilemaps?
Is there a way for the Transparency Sort Mode Custom Axis to properly sort the character behind and in front of a tilemap? The art in my game is designed for a pseudo top-down/isometric viewpoint where the player will overlap the bottoms of the walls, and the tops of walls will overlap the player. The custom axis works fine for my game objects, but not for the tilemap. Is this a bug, or is there a different setting I'm missing?
In the center here, it's working how I'd like, but...
Along the top of the "columns", the "player" is still sorting in front. This is all placeholder art in a test project, but it illustrates my issue. Any thoughts?
Answer by jacobhouston_unity · Sep 27, 2018 at 04:54 PM
Hi @Togi, did you ever find a solution to this? I've been scouring the internet for answers and can't find anything.
Answer by Kaldrin · Nov 26, 2020 at 01:55 PM
Hi ! I'm encountering the exact same issue @Togi , I've searching for hours and hours and couldn't find a solution to this problem, doid you find a solution ?
@Kaldrin, as far as I remember, the whole tilemap became one giant sprite with sorting. So if you were at the bottom half of the whole tilemap, you'd appear in front. I fixed my issue by not putting sorted sprites on a tilemap - instead I use tilemaps for just background things like floors and walls. All of my trees are now their own gameObjects with their own SpriteRenderers.
I found a solution to make the custom sorting axis work here : https://forum.unity.com/threads/transparency-sort-mode-and-lightweight-render-pipeline.651700/?_ga=2.152381881.1484303398.1606129842-985179103.1604252754
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