Why are there issues with isometric tilemaps in Unity?

Why are there issues with isometric tilemaps in Unity?

So the issues you are having are due to two things that aren’t necessarily clear even if you’ve worked with normal Tilemaps before – Isometric Tilemaps are still quite new so not all specifics of working with them have necessarily been explained or covered (we’re working on it!).

Why do tiles get sorted on the Y axis in Unity?

For instance to make Wall tiles in the same Tilemap that are “higher” on-screen (Y axis) but should be rendered in front of the object with lower z. (See example image I posted earlier) Because by setting the Y-Sorting in the graphics, it automatically sorts everything with a higher Y value behind all other tiles in the tilemap.

How do you sort tiles in chunk mode?

Chunk mode basically batch-renders the tiles, however for them to be sorted properly, the individual textures need to be packed into the same Sprite Atlas ( Assets > Create > Sprite Atlas, then in the Inspector add the tile textures you wish to pack to the list). After you do that, when you go into the Game View the tiles will be layered correctly.

What’s the problem with an isometric dungeon game?

I started designing of an isometric dungeon game. I have a problem because the player sometimes appears through the walls. I tried to change the setting “Tile Origin” but then the problem moves to another side. Any idea?

How to create a procedural tilemap in Unity?

I’ve been searching internet to find an efficient way to create a procedural tilemap without creating a GameObject per tile. All the TileMap tutorials I’ve found are creating tiles by creating hundreds of GameObjects. Thus the hierarchy in Unity is expanding unexpectedly. I’m pretty sure this is not the “right” way to do it.

Is there a way to create a tile in Unity?

All the TileMap tutorials I’ve found are creating tiles by creating hundreds of GameObjects. Thus the hierarchy in Unity is expanding unexpectedly. I’m pretty sure this is not the “right” way to do it. Especially after seeing the new Unity 2D tools that supports tilemaps.