Custom Sorting Axis and Collider Issues

So I’m fairly new to Unity, but I’ve really tried to research this and I can’t find too much info. I’m making a 2D top-down game.

I’m using SuperTiled2Unity, and I’ve followed everything I can find about custom sorting axis, etc. But it only -kind of- works for me. I have sorting layers set to default, player on the same sorting layer and order in layer, the Tiled file set to custom sort axis, tilemap renderer set to Individual, not chunk, sprite sort point at pivot, under graphics I have Transparency sort more to Custom Axis, and Sort Axis to x0 y1 z0. Video showing my issue -scentedwiltedkrill

As for collisions, this is probably more of a scripting thing, but with this perspective, how would I “layer” levels of ground to have different collisions? Another video to kind of illustrate what I’m saying -heavyacrobaticlhasaapso

I want to be able to walk on top of, and behind a higher layer of ground.

Even if these have already been solved and you can link me to the answer, it would be much appreciated. Sorry if these are simple questions. Thank you!

Bump?

It looks like your tree Sprites are separated into individual Sprites composing the tree. This means that each Sprite is sorted individually, which allows your character to sort in between each part. You could keep the tree as a whole Sprite for it to sort properly.

You could try using layers for your colliders for different heights levels (https://docs.unity3d.com/Manual/LayerBasedCollision.html, this refers to physics, but Physics2D has the same layer based system).

Hi! Sorry I missed your reply. I will try to work on the collider layer issue using your link. As for the trees - it is fixed now! Thank you very much