Building Tile Worlds · Version 0.5

Tile Layers

Create, order, hide, delete, and configure fixed or Y-sorted tile layers.

A tilemap can contain multiple layers. Each layer has its own visibility, collision, sorting, order, and paint content.

Use separate layers for content such as:

  • Ground
  • Paths
  • Water
  • Walls
  • Furniture bases
  • Y-sorted fences or vegetation
  • Foreground roofs and tree tops

Layer controls

For each layer, configure:

  • Mode: fixed or Y-sorted
  • Sorting Layer: broad numeric render group
  • Order in Layer: fine render bias
  • Visibility: whether the layer is shown
  • Collision: whether occupied cells participate in collision

Layers can be reordered and deleted from the Tile Workspace. Use clear names so that collision, depth, and paint changes are easy to understand later.

Fixed and Y-sorted layers

Fixed layers render in a stable order and use chunk caching for efficient large static regions.

Y-sorted layers send visible cells into the same world-depth queue used by Y-sorted Game Objects. This is useful for fences, counters, plants, and other objects the player can move behind or in front of.