#These are two seperate tilemaps, and in
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@trail geyser Here
Its here what i mean by higher index. the one that is higher in index is the one rendering before the other
you mean the tiles?
Yes
I'm confused are there more than one tilemap or no
The first two are my tilemaps
the two tilemaps look 100% identical
there's nothing that will disambiguate or sort them visually
so which one is drawn on top is more or less random
basically chosen by object id in the engine
this is what sorting layers and order in layer are for
use them
SO i create a single tilemap and put the two sprites in there ?
I never said that
I said use the sorting layer and order in layer settings
If you want to tell the engine which tilemap to draw on top
they both are at 0
So what is the fix
set the one you want to draw on top to a higher order in layer
that doesn't make sense
the thing is its wierd. Whatever i put here second renders on the top layer.****
private void GenerateGrid()
{
for (int x = 0; x < gridWidth; x++)
{
for (int y = 0; y < gridHeight; y++)
{
Vector3Int tilePosition = new Vector3Int(x, y, 0);
TileBase randomTile = grassTiles[Random.Range(0, grassTiles.Length)]; // Randomly select a tile
tilemap.SetTile(tilePosition, randomTile);
}
}
}
This is all its doing
nothing else
then the order in that list shouldn't do anything
I don't understand what the multiple tilemaps are for
or how that was relevant then
Can we just have a call, i think that would be easier
if you are available of course
I'm not available for a call
Then what other approach would you suggest? a single tilemap?
I don't know what you're trying to accomplish so I can't suggest any approach