Hi Everyone !
First post for me here.
I am new on Unity and I’m trying to make an old-fashioned RPG, Ultima 7 “The Black Gate” style (or Tibia for similar view).
I’m in love with this style of graphics since decades and I’d love make it back to life.
One week ago, I decided to begin to use Unity in association with Tiled (https://www.mapeditor.org/).
Here is a sample of my first work on Tiled :
And since, I have a very serious problem with the layer using.
I tried to modify Project Settings, Graphics and Custom Axis (0,1,0 for example). I read a lot of topics about this subject, but they always talk about real 2D games (Zelda style) or Isometric 3D, never for 2.5 D (I know it’s not the good term, but I haven’t real name for this type of viewing). I also tried multiple kinds of sorting Layers in TileMapRenderer, but without real success.
There is always a problem, sometimes in front of the walls, sometimes behind.
Here some screenshots :

Is anybody here having a idea for a solution for this type of problem ?
Perhaps a problem with the use of different tile sizes ? 3232 or 6464 ?
Do you think Unity can manage this style of graphics ? Or maybe I must use scripts on the main character to handle the tiles viewing ?
If anybody have an idea about this issue, it would be very appreciated
Thanks in advance 
Vincent
this is a logic problem, it happens because all the graphics are skewed diagonally and so your sorting axis is neither x nor y
i was looking up the games you posted and even there there was sorting problems, but maybe this can give you a clue if you want to at least meet that standard:
as you see both the arm and the foot of the character are clipping through the wall, but at different parts of the same pillar
this is just my theory but from this the sprites might be split by height so this wall is probably made by these 2 pieces, higher and lower
another example you can see how this dude clips through the benches in the church
Overall I dont think i can give you a solution right away but the first step would be if you go into the game and check when these clips occur you can gain some insight on how the art is made and from there try to think how they are doing the sorting
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Thanks a lot !
I will investigate this point right away.
If you find something else, don’t hesitate 
i also found some discussions online trying to replicate this style by using 3d, and they concluded that it was a failure, the perspective is not natural and so a 3d camera cannot produce these results
Hi Karderos,
Thank you so much for your help. I followed your thoughts and I found the solution. The tiles must be split in two. The bottom of the wall must be on a another layer than the top. And it works.
It’s “almost” perfect 
Thanks again because you gave me the good idea !
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Have you ever managed the flooring system? Like if go up the ladder, the active floor a player would be one he is currently at?