Hi,
Let me first describe what I am trying to do, in case I'm just barking up the wrong tree. I am working on an isometric game, and have thus far created a tilemap with two layers - one containing ground tiles (so far just the same grass tile) and one containing things like trees and bushes. It occurs to me that this may already be wrong - perhaps I should be placing that landscape "furniture" as independent sprites instead of as tilemap elements?
Anyway, I now have the problem that any isometric game has - how to handle occlusion of animated characters as they move around things like trees. I googled around looking for solutions, but the most common one - splitting sprites into a top half and a bottom half, and then making sure that animated characters can't walk paths that would spoil this illusion - seems unsatisfactory, and it would require me to start messing about with paint programs, and that would just end in tears...
Eventually, I found a Unity package that implements a shader-based sprite renderer that supports per-pixel draw order, amongst some other nice stuff like 3D-style lighting. This is the product:
https://forum.unity.com/threads/shiva-2-5d-isometric-engine.486274/So, I *think* all I need to do is change my tk2d sprites to use this renderer instead of the standard SpriteRenderer, but I can't find a place to do that in SpriteCollection. Do you think I will be able to integrate this thing with tk2d?
Thanks!