Maybe using a CanvasLayer would help, but then the "StatusBlock" element changes position according to viewport, not the Unit Node. Flex Item Z-Ordering The stacking contexts have hierarchy, and each stacking context is considered in the stacking order of the parent's stacking context. UI Layout using Containers in Godot - GDScript Descendant non-positioned blocks, in order of appearance in the HTML. But that can only go so far and will still be prone to the same issues after a while. 118. However, Godot will automatically add the node below the menu making hud take precedence. Much more elegant. Vector3 round ( ) Returns this vector with all components rounded to the nearest integer, with halfway cases rounded away from zero. Here, icon1 has its z-index set to 1. So for something like the example in the opening post, something like this might work: z_index = -round(global_position.x + global_position.y) One thing to note is that the Z index has to be an integer, so you'll likely want to round the value to the nearest pixel if you are using position-based Z indexing. YSort + tilemap issue... — Godot Forum The zIndex is the order they are laid out in the scene hierarchy. The reason why Z-Index is not exposed in controls is because it won't work as you expect it to. Vector3 sign ( ) Returns a vector with each component set to one or negative one, depending on the signs of this vector's components. Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the . Issue description (what happened, and what was expected): When I attach a mouse_enter signal connection with a Control node things aren't working correctly. Also make sure that each layer is offset from the previous by a significant enough of a number so that you have enough buffer in-between them precisely so you can add utilitarian nodes between in the draw order. Properly using Y-sort with multi-layered isometric tilemaps? - Godot Forum
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