Problems With Isometric Tilemap. How can i bring player under wall on isometric tilemap?

Hey boys I have problem with player rendering on isometric tilemap.

May be I should change map structure (architecture).
For now I have following tilemaps:

  • Tilemap Layer 1 floor
  • Tilemap Layer 1 collider
  • Tilemap Layer 1 stairs
  • Tilemap Layer 2 floor
  • Tilemap Layer 2 collider
  • Tilemap Layer 2 stairs
  • etc.

I didn’t create any new sorting layers cause of i want to use Sorting Group with entities. Also i want to see bridges in my game (Im using isometric tilemap Z as Y)


The problem case is in that player render above left wall next to a stairs wich must cover him. (The pink one is collider texture)
Every layer is new tilemap.


7905685--1007584--GCwhwdi1iiQ.jpg
7905685--1007590--uD89AE-Wki4.jpg

That’s kind of how it’s done.

I guess you could sprinkle sprites in on top of the map… seems sub-optimal.

It may help to look at the Isometric Z-as-Y example project GitHub - Unity-Technologies/2d-techdemos: Tech Demos for Unity 2D Features

To sort correctly together, sprites/renderers must have

  • the same layer
  • the same order
  • sprites with the correct pivot point
  • SpriteRenderer using Pivot sorting mode (and/or a parent gameobject with a Sorting Group positioned at the front/back sorting point)
  • the correct Transparency Sorting Axis, see Calculating the Z Value here Isometric 2D environments with Tilemap
  • tilemaps using Individual, not Chunk, mode

More sorting details: Unity - Manual: 2D Sorting

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