I’m still adjusting to the myriad of new features Unity 4.3 added, and I was wondering about the best way to implement sprites in a world based on 3D physics with an angled perspective. Specifically, the problem I am having is when an object goes behind another object; due to the 3D physics and the tilted camera angle I am using, some sprites will always look like they are behind other sprites. Earlier, I was thinking that I should detect when an object is behind another object and swap sorting layers based on that, but that seems like it might get very convoluted very quickly; what do you guys think is the best way to tackle this?
The 2D isometric implementation I’ve always seen (outside a true 3D program) was to check the virtual position of your sprites every Update() and adjust their z-order. I think that is what you are suspecting you should do. However, not sure I know enough. Can you post a screenshot and some code?