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Question by ry511 · Nov 26, 2017 at 11:30 PM · 2dtilemaptopdown

How to properly handle render sorting in a Top-Down game with unity 2017.2 tilemaps?

Is it possible to be able to dynamically sort with tile maps? I am looking for a "Diablo-Like" wall effect where a player can walk in front of and behind a wall. In front of the wall they will be drawn on top of the wall, and behind they will be partially hidden by the wall.

I currently have it so that an objects order in they sorting layer is given by:
spriteRenderer.sortingOrder = -(int)(transform.position.y * depthPerYUnit);

This works well, and all things on the "Units" layer are rendering as they should. However I cant get it when dealing with multiple layers. In the Robo-Dash demo(https://github.com/Unity-Technologies/2d-gamedemo-robodash) they simply make it so that you can't go behind walls.



If you could imagine that the Robo-Character was able to go behind the wall with the wall visibility being modified so that you can still see the character that is the effect I want. Thanks!

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