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Isometric tilemap has inverted sorting order when imported into unity #239
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Hi there, @BossGrand. That looks like a bug. Can you share your project with me so I can take a closer look? |
Hi again. It just occurred to me that you may need a custom Here's some Unity documentation on it: https://docs.unity3d.com/Manual/Tilemap-Isometric-CreateIso.html |
I tried different transparency sort axises but none worked. Here is a demo repo of my project |
Hi again, @BossGrand. I had forgotten that Isometric maps, by necessity, are rendered as objects and not as tiles in a tilemap. In order to have the isometric objects rendered in the proper order you'll need reimport your Tiled maps with either the This should have been handled for you automatically but it is a bug I need to fix. In the meantime I hope that setting helps you out. FWIW, depending on your game you may want to just go with the staggered isometric map option in Tiled. |
Were you able to get it to work properly? I tried both overhead static/dynamic and neither seemed to have an effect. I pressed apply, deleted the grid from the game and then re placed it from the assets As for the isometric, I want to make a Tactics game like Tactics Ogre :) so the current layout is what I need |
Hi again, @BossGrand. Yes, I got it working. Keep in mind that you still have to use a custom sort axis. |
Oh awesome I didn't have them both set, thank you so much! |
I'm glad you got it working. I'm going to keep this issue open for now because there are a couple of small items I want to clean up on my end. I don't want the user to be confused like this when things are looking right. :) |
Hi I have a isometric tile map that looks like this in Tiled
When I import it into unity I get the following result.
If I manually invert all the sorting orders of the tiles generated by SuperTiled I get the expected layout.
I have a script that negates each sorting order of the tiles, effectively reversing the sorting order
I couldn't find any setting or docs on how to fix this. Am I doing something wrong or is this a bug?
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