Simply speaking, I have “objects” I wish to place in my map that are more than 1 tile tall, this causes issues with trying to utilize rendering order by Y position to achieve a desired “character can walk in front and behind of an object”
In the picture above, the red dot is the character’s sprite original, and the green and blue dots are the origins (set to "bottom) of the 2 tiles that make up this lightpost.
Since we utilize render order by y, the “walk behind” trick works just fine for the bottom tile, however the top tile breaks the illusion because its “origin” should realistically be 1 entire tile lower than it actually is.
I am using SuperTiled2Unity to export my Tiled map and tile data into Unity, so I potentially have a way I can post process in unity manually to fix this, but if anyone has a clever trick to make this work without needing to manually “fix” specific tiles in Unity, thatd be appreciated.
Is there any way at all to “group” tiles together to have 1 single origin in Tiled, a way to say “this tiles origin is actually over here”?
Keep in mind we even have objects that are 3, or even 4 tiles tall, which means the tiles for that object need to have variable offsets for their origin.
For example lets say an object in game is 4 tiles tall with tiles A, B, C, and D going down. A would need its origin offset 3 tiles down, B 2 tiles down, C 1 tile down, and D’s bottom origin is fine as is
Another solution I fiddled with but was saddened to find was that a Tile Object cannot have its origin modified, otherwise I could have perhaps set up some form of Automap rule to generate the offset tiles automatically simply by placing the “base” tile and then auto-scaffolding all the top objects above it, but no dice.