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Is there any other way to fix Transparency Sorting?
Setting the Alpha Cut to Discard makes my Sprites have Jagged Edges, and setting it to Opaque Pre-Pass also does the same Jagged Edges on situations where the objects are rendered behind another Sprite3D.
I can set the Render Priority for some Background and Foreground layers but I needed some Sprite3Ds to be in the same Render Priority (like Attack Effects and other Battleground layers)
I’m slowly considering redoing the project in 2D but I currently have no idea how to create a Top-Down with Jumping, and plus I will have to abandon some ideas for 3D Effects. I’m not sure what approach to take at this point.
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If you want to stay in 3D I think that your only option is to play with SpriteBase3D.render_priority a bit more and get a better result.
Another option would be to render the 2D layers into viewports and render those viewports in the 3D scene but then you’d need to manage all the parallax, depth,… and you would not be able to use 3D effects.
I’ve been reading and searching on transparency sorting issues for days but no results so I asked directly because I’m being desperate.
I plan to use Render Priority as layers. Background is -1 below, 0 and 1 are for the Main Battle Area and Foreground is above 2. But using Render Priority manually in each object, does that mean I have to check on each object and change each object’s render priority depending on camera?
I do consider on using 2D Layers for the background and foreground, but same issue again on the Main Battle Area layer where characters, objects and graphic effects will be spawned. I want them to layer properly depending on which sprite is closer to the camera.
I will have to check on that 2D/Canvas Layer, but I’m not sure how I will rewrite my 3D movement script on a 2D game (X and Y axis with a Jump), plus it’s going to be a flat 2D which is why I choose 3D to have some kind of little FOV in the Main Battle Area, I can totally abandon that for Sprite2D’s pivot offset and y sorting but it’s my code that I’m not sure how I can translate to 2D.
And thank you for responding, I’m really about to hit my roadblock again at this point, had no idea 2.5D with Sprites will be an issue in Godot as I wasn’t given a heads up about this issue even though I asked if there’s going to be a problem doing a 2.5D with Sprites as I came from a different engine and I’ve been doing the same “Sprites in 3D” idea for years now.