Hello guys, Unikron, I've been trying to accomplish something in the last few days to no avail, to decribe what is trying to do, I have set up my tilemap in the scene, each layer has a z offset of 1 from the previous creating 7 different layers, each layer has a sorting order in layer that increases from back to front like this:
Back layer sorting order = 1
Back layer detail sorting order = 2
Back Mid layer sorting order = 4
Back Mid layer detail sorting order = 5
Mid layer sorting order = 7
Mid layer detail sorting order = 8
Mid Top layer sorting order = 10
Mid Top layer detail sorting order = 11
Top layer sorting order = 13
Top layer detail sorting order = 14
Walls Filler layer sorting order = 16
if we see each layer as a depth i leave a open number between each so i can make my player and enemies sprite componen sorting order that number like this:
If player is at bottom depth, player sprite sorting order = 3
If player is at bottom Mid depth, player sprite sorting order = 6
If player is at Mid depth, player sprite sorting order = 9
If player is at Mid top depth, player sprite sorting order = 12
If player is at top depth, player sprite sorting order = 15
I do this since I'm using a perspective camera so my sprite don't draw on top of layers that they are actually below to, but want I want to do is to draw a "shadow" of such sprite on top of the layer above like this:
If player is below N depth, draw shadow on top of N depth
I have tried setting the sorting order of such shadow to 20 but if draws on top of the player also, what I want is to draw such shadow in front of everything else BUT the player itself, I tried using rendering queue setters to no avail, and have no idea how to use the sorting order in other way that the said above to acomplish this.
So, help please.
And even if you don't have and answer thanks for reading all my ramblimg up there.