I've come across a very similar problem, did anyone ever find a solution?What appears to be happening is that all of the first tilegroup's tiles are being drawn first, and then the second tilegroup's tiles. This works fine if there are no overlaps, and allows batch texture rendering, but won't work in similar cases. I can't see any flags to change, and that problem along with some problems with hexagons means I'll have to roll my own unless anyone knows better.I think the way I'm going to do it is to have SKNodes for the map rows with z's increasing from back to front, and for each column there will be +z as the map goes to the right. I think that means that batching will be affected, so maybe performance will be a problem but first it needs to render correctly, then I can worry about possible performance issues.
Topic:
Graphics & Games
SubTopic:
SpriteKit
Tags: