Comments (1)
I wouldn't say there is any specific preferred approach for dealing with layer depth. Depending on your particular needs there are lots of ways to handle it. For a side scroller just rendering your layers back to front and rendering your player just after your main layer is all that is required. For a top-down game any tiles that can occlude the player would need to be rendered after the player. You can see an example of that in the Ninja Adventure sample.
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Related Issues (20)
- Incompatibility for MonoGame and Nez HOT 1
- Tiled Renderer ignores tileset offset
- Crash when toggling imGui on Linux HOT 1
- Crash when adding FramesPerSecondCounter component in Initialize
- FramesPerSecondCounter draws in world space not in camera space
- How to setup with vscode? HOT 2
- FNA dynamic buffer warning: "Dynamic buffer using SetDataOptions.None, expect bad performance and broken output!"
- Nez.UI ProgressBar is a fixed length HOT 1
- Mathf.AngleBetweenVectors() does not compute the angle between vectors HOT 1
- RendererableComponentList uses unstable sorting algorithm HOT 1
- camera 3d view matrix does not include rotation HOT 1
- Sprite and SpriteAnimator not showing images HOT 1
- Batcher.PushSprite does not round Sprite destination HOT 1
- .Net 7 Support
- Physics.Overlap rect not right size.
- DisposableAsset property not public.
- Installation impossible in VS Code? HOT 1
- Outdated example in FAQs/Rendering.md
- Documentation mistake where CameraBounds is mentioned
- Nez.UI SetScrollBarPositions does opposite of parameter name.
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