Even though the game was 2D, we still wanted a sense of depth. This meant we needed both foreground and background objects.

This was where I learned how the render pipeline handles transparent objects and why they need to be drawn in a specific order. During development, we had issues where objects would clip through each other.

We solved this by sorting objects and rendering them in a specific order, as well as placing objects in layers so they wouldn’t render on the same layer and cause clipping issues.


Also falling platforms that the level designers could specify time before fall through Unity.


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