2D isometric clipping cube tiles

Godot Version

Godot Engine v4.6.1.stable.fedora

Question

I’m attempting to create a 2D isometric game that uses 32x16 tiles as it’s base. Currently I’ve created 32x32 cube tile and I’m having trouble placing it in the world. A single cube looks good but if I place 4 cubes together or really even 3 they appear to clip through one another in an unsatisfying way. Has anyone else dealt with this issue, could there be something wrong with the way I’ve set out to configure the tilesets? Any help would be greatly appreciated. I’ve attached an image of what the cubes look like placed together.

Enabling y_sort_enabled in the TileMapLayer should solve the issue:


This will sort tiles so that tiles that are placed lower on the map (higher y coordinate) appear in front of tiles higher up

1 Like

I meant to include in my original post but I actually attempted to do y-sort at first and this was the result:


It’s possible I’m misunderstanding some other aspect of isometric tiling.

Oh I’ve only just noticed this: it looks like your cube is divided into two tiles, top and bottom. For proper y-sorting, you should make it one big tile (hold shift and drag the mouse across both regions) and, assuming that’s the effect you want, shift the texture origin so the bottom of the cube is sitting on the floor:

1 Like

This appears to have solved my issues, thank you so much for going to the trouble of recording your screen, that made it very easy to follow along.

1 Like