I have game objects which I'm placing relative to a tilemap using the GameObject brush from the 2D Tilemap Extras package.

behind in front

Unfortunately, I'm not sure what is necessary to acheive the visual look I'm after, which would be for the blue ring to look as though it is going around the spire, rather than covering it or being covered.

I know when using the internal system of the tilemap, I can configure Transparency Sort Axis to allow for half of a tile to be transparent and the other half to not be.

settings sample

But since I'm using the GameObject brush, I suspect things are being handled a little differently.

Is there any special trick that I can use to have these sprites layer in the way I want described above?

  • 1
    \$\begingroup\$ How have you configured the layer and order in layer properties on the sprite renderers for the spire, back of ring, and front of ring? \$\endgroup\$
    – DMGregory
    Jul 2, 2022 at 16:52
  • \$\begingroup\$ I'm only using one sprite for the entire ring. \$\endgroup\$ Jul 2, 2022 at 18:32
  • 1
    \$\begingroup\$ Hint: use two. 😉 \$\endgroup\$
    – DMGregory
    Jul 2, 2022 at 19:48
  • \$\begingroup\$ Is there nothing that can be done with sprite sorting layers and pivot points? I'm worried about two sprites being a bit fiddly. \$\endgroup\$ Jul 2, 2022 at 20:21


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