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I also hope to add a customizable y sorting function,I have encountered such a problem recently,I recently designed a block loading system, which needs to instantiate many small scenes in this scene, so it is very troublesome to build |
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https://github.com/godotengine/godot-proposals/issues/4561I submit my proposal here |
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I have a roguelike where my entities'
global_position
s and the locations at which they render are slightly different because of animation interpolation (not related to the current physics interpolation stuff, completely custom). So, when using a TileMap with y sorting enabled, entities that pass across objects render on top of or behind them based on their logical location instead of their graphical location, so they pop in and out in situations where they shouldn't, which looks unpolished.If y-sorting-capable objects checked for a function like
_get_sorting_position()
in their children and called that instead of using its position, or if they had a function like_forward_ysort_position_override(CanvasItem)
(like how TileSet has_forward_subtile_selection
), I could work around this problem without having to redesign my roguelike's animation system.Beta Was this translation helpful? Give feedback.
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