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I’m having an issue with Y-sorting in an isometric Godot sport. Extra particularly, when my character strikes behind/in entrance of bigger objects than one normal tile dimension, the rendering is inconsistent. One facet often works as anticipated, whereas the opposite is all tousled.
I’ve drawn two illustrations for 2 variations of the identical downside to raised illustrate my level. One is utilizing a polygon for a collider, and the opposite is utilizing a phase:
I’ve requested this query on Reddit, and whereas the fellows over there have been extraordinarily form; they prompt to simply slice up my object so they don’t seem to be bigger than one tile dimension. I discover this resolution fairly difficult. It might work for easy objects like partitions, however the ones in query for me are absolutely interactive with 8+ animations. Slicing them up into 2 or 3 slices could be super work. To not point out it’s wholly inefficient. Think about your sport having 100 of those massive objects (like mine); slicing all of them up appears extra like a hack than an answer.
Now, curiously, Misplaced Recreation Dev over on YouTube was having the very same downside as me and was in a position to resolve it by including pivot “strains” as a substitute of factors:
YouTube video of Dev fixing isometric sorting points
Now, he is utilizing Unity (I believe…), however nonetheless. He is resolution is elegant, and easy. Is the same resolution potential in Godot? Or every other that will stop me to hack my in any other case singular objects into items?
I’m utilizing Godot 4.2 and the cell rendering engine. All nodes are on the illustration.
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