Skip to content

Rendering Order ​

There are 6 main factors that determine the layering order of level elements, from most to least important:

  • UI
  • Z Layer
  • Tileset
  • Blending
  • Z Order
  • Placement Order

Less important factors determine the rendering order only if previous ones are identical.

UI ​

UI objects are rendered on top of every other layer.

UI is counted as a single layer by triggers such as Gradient.

UI objects will be ordered by Z layer settings, within the UI Layer.

Z Layer ​

B5 to B1 and T1 to T4 layers can be assigned to objects.

Other layers are, from lowest to highest:

  • BG (Background)
  • MG (Middle Ground)
  • B5
  • B4
  • B3
  • B2
  • B1
  • P (Player)
  • T1
  • T2
  • T3
  • T4
  • G (Ground)
  • UI
  • Max (Top-most layer, same as UI)

Certain objects (like gameplay portals) are made up of multiple objects with different Z settings, which cannot be changed using Z settings. Both top and bottom sides ignore Z Layers and use Placement Order, while only the bottom side uses Z Order.

Tileset ​

Due to how the game renders textures, the order in which each tileset is processed in matters for the rendering order.

The tileset number can be found next to the Z Layer text. Tilesets with lower values (0 is lowest) are rendered on top, while those with higher values are rendered below.

Blending ​

Objects with Blending are placed below non-blending objects.

Z Order ​

Objects with a higher Z Order are rendered on top of those with lower Z Order.

Placement Order ​

Objects placed last are rendered on top of those placed before.

Last updated: