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Dynamically sorting tiles at runtime #45
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Now that I think about it. Objects that should be sorted inside the world don't belong as part of a bigger tilemap. They should be their own objects in Unity. I am going to close this issue. |
Fyi pretty sure Zelda Link to the Past has two layers - one in front of
link and one behind him. Buildings in town are split such that the tiles
that he goes behind are on the front layer. You can see this best with the
sign posts he walks under when entering town. They are 2 tiles tall and the
2nd tall sorts in front.
I may not have the number of layers totally correct but that's the general
idea. It's not dynamically sorting at all.
On Sun, Aug 5, 2018, 7:47 PM TannerMoore ***@***.***> wrote:
Closed #45 <#45>.
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Edward Rowe
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I just threw out a super simple example to make sure readers understood my question. That is cool information though! |
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I am registering my game objects to a dynamic sorting library that changes their sorting layers at runtime. Is support for this type of workflow planned? A practical example of this effect is when a player in a 2D Zelda game walks behind a building in a town.
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