Question by
mattanmohel · Jan 25, 2021 at 12:58 AM ·
tilemapmeshesmeshrendererquads
Mesh quad rendering order
Hi, I'm working on creating a little custom tilemap system in which I use a single mesh to contain a quad grid that displays my desired sprites. The issue arises when I have sprites that extend the size of one tile and therefore overlap. When this happens the quads higher on the y-axis always draw on top of quads lower not the y axis. I've tried flipping the order in which they're drawn and such but the issue persists. Is there any way to control the sorting order individual quads are rendered on in a mesh?
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