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Support / Re: Using Tilemap Editor for Top Down RPG
« on: June 30, 2013, 12:34:24 am »
Hmm that's pretty much what I said I am already doing (lots of foreground sprites with a script that maps their y->z on startup).
I was thinking that painting them on a layer would be a lot easier to manage than masses of gameobjects, and 'simply' having each mesh row on that layer offset it's Z when built would give the same result. Like the existing Z separation for layers, but for each row within a layer.
Could you point me to the right place to make a change like that, or is it totally unfeasible?
I was thinking that painting them on a layer would be a lot easier to manage than masses of gameobjects, and 'simply' having each mesh row on that layer offset it's Z when built would give the same result. Like the existing Z separation for layers, but for each row within a layer.
Could you point me to the right place to make a change like that, or is it totally unfeasible?