I have a castle wall tileset that can be thought of as 1x3 vertical slices in my world:
I want the wall, as a unit, to be registered to my engine’s foreground sorter. If the player is behind the wall, I want it to render over them. My current implementation has worked great for whole objects by just taking the bottom pixel of the sprite and using that to accurately sort its render priority in the world. Tilemaps don’t really fit into this at all… Any ideas? I am fairly new to Tiled.
My current workaround is to render the walls as their own entity and sorting the entire wall as one large game object. It works, but it isn’t very flexible.