Not actually. When you change the depth of an instance you change its layer too. When a layer doesn't already exist with an instance's depth a new layer is created automatically.Depth is used to seperate objects when they share the same layer.
Yes I confirm that's the way it works in 2.3 . Temporary layers are created for each new depth value, that's why the depth = -y strategy is not optimal anymore.Not actually. When you change the depth of an instance you change its layer too. When a layer doesn't already exist with an instance's depth a new layer is created automatically.
Yes I confirm that's the way it works in 2.3 . Temporary layers are created for each new depth value, that's why the depth = -y strategy is not optimal anymore.
Sorry to deviate from the GUI optic, but just for your info, I have been using this layer logic and it has been working for me on the -y depth without any issues.Depth is used to seperate objects when they share the same layer.
Oh yes it's still working, but I understood that it was not optimal anymore because now, a temporary layer object is created/destructed for each new value of y that does not already have a corresponding layer. So if you have a lot of objects moving constantly from one depth to another, it's a lot of overhead I suppose.Sorry to deviate from the GUI optic, but just for your info, I have been using this layer logic and it has been working for me on the -y depth without any issues.
hmm.. cannot upload image for some reason??
It is not the question of this topic. We understand the depth concept.Depth is more of a Z thing
but in 2D games
they use -y because say theres a tree in the middle of your screen now you want to be in front of it when lower on the screen
and you want too be behind it when higher on the screen, so you change the depth with the Y position on your screen
they actually are moving its depth or Z position if that makes sense