Sorting with SuperTile2Unity¶
At the map import level, SuperTiled2Unity has two options for sorting the layers (and objects) in your Tiled Map Editor file.
Sorting Modes
Stacked | Default sorting. Matches the rendering order of layers and objects in Tiled. |
Custom Sort Axis | Sorting is performed with the help of a Custom Sort Axis (a setting in Unity). |
Stacked
is a good default for side-scroller games where players and other game objects do not move about the map in ways that change their rendering order.
Overhead-style games may prefer to use the Custom Sort Axis
setting.
This takes a little more work but will be necessary if you need the rendering order of game objets against tiles to be dynamic.
How SuperTiled2Unity Implements Sorting¶
In Unity, render order of sprite and tile assets is generally handled through two settings on the Sprite Renderer and Tilemap Renderer components:
Sorting Layer | Name of sorting layer. See the Tag Manager to manage these. |
Order in Layer | How the renderer is sorted in the named layer. |
SuperTiled2Unity performs sorting almost primarily through manipulating the Order in Layer
setting of the prefab components it creates during import.
By default, all tile layers use the Unity’s built-in Default
sorting layer with ever increasing Order in Layer
values.
Most Unity projects, however, will have several custom Sorting Layers
that we want a mix of tiles and sprites to share.
In these cases, a specifically-named custom property, unity:SortingLayer
, will direct SuperTiled2Unity further on how sorting fields are assigned.
This will result in our Objects
tile layer breaking the chain of Default
sorting layers.
Note that the Clouds
layer will still be rendered on top of the Objects
layer.
You may wish to use yet another unity:SortingLayer
for clouds to make it more explicit that these tiles are drawn on top of other tiles and sprites.
Now the cloud tiles will be rendered in order but on a sorting layer that is more aptly named for them and other tiles that may always appear above our map.
Tip
It takes a bit of work but in general it is a good idea to be explicit about what layers (in Tiled) are assigned to which sort layer (in Unity).
Using the unity:SortingLayer
in concert with Unity Sorting Layers early makes it easier to make sweeping sorting changes later.
Tile Objects and Sorting¶
Tiled allows you to place tiles in a an object layer as separate tile objects.
During import, Tiled2Unity turns these tile objects into sprites that are not part of any Tilemap
.
If you import your map with the Stacked
sorting mode then these sprites will also be assigned a sort order.
This may make it difficult to predict what sorting order is assigned to the layer that comes after TileObjects
as it depends on the number of objects in that group.
Using a custom property to set the sorting layer name on the next layer will help.
(Note that for the Custom Sort Axis
sort mode that each imported sprite is not assigned an incrememted sorting order as they will be sorted by their y-position instead.)
Dynamic Sorting with a Custom Sort Axis¶
Games with an overhead view often have sprites that need to alter their rendering order with tile maps as they move around. The classic example is a sprite that may appear either in-front-of or behind a column based on their y-position.
In order to use custom axis sorting follow these three steps:
- Import your map with the
Custom Sort Axis
sort mode - Modify
Transparency Sort Mode
andTransparency Sort Axis
in your Unity Project Settings to sort against an axis with increasing y-value. - Make sure your sprites (Unity) and tiles (Tiled) that you want to sort dynamically are assigned the same
Sorting Layer
andOrder in Layer
values. (This is the most common source of errors.)
Tip
Objects to be dynamically sorted by a Custom Sort Axis will need to have the same Sorting Layer
and Order in Layer
values of the tiles they are sorting against.
Note that you can also set the Transparency Sort Axis
in script if you wish.
var camera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Camera>();
camera.transparencySortMode = TransparencySortMode.CustomAxis;
camera.transparencySortAxis = Vector3.up;