I am trying to build a large Map on Godot 4.1.2 , but i struggle with stacking objects and the dynamic between objects that are further away than others.
I have used a Collision Polygon to detect when the Player is behind an object and it works as intended, but when these objects themselfs are behind others they automatically pop up at the top of the sprite that normaly should stay in the foreground.
I have attached screenshots that show what i mean, aswell as the Area2D script
#Isometric Map Building
4 messages · Page 1 of 1 (latest)
Normally in isometric 2D view, everything should be Y-sorted, and you need only to define the pivot point of your sprites to determine what is drawn in front of what
So you shouldn't need to use Z-indexes
The only time when you need Z indexes is when you have a large rectangular object like a building for example, then you cannot determine by a single pivot point, you need to simulate a pivot "line" and calculate the Z index of your player depending on this line