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The Stealth level has Y Sort Enabled set at the root node. And all the characters and props are direct children of the root node (although @Leonardo-UTP started fixing this in #1331). The problem with this that the TileMapLayer nodes are sorted too. So if we ever extend the scene upwards, above the X axis into a negative Y position, the characters and props would be drawn below the TileMapLayers. This is similar to #2386
Disable Y Sort from the root node.
Add a Node2D as parent of all the things on the ground (characters and props). With Y Sort Enabled and named "OnTheGround".
Group the things on the ground for better organization, adding more y-sorted Node2D nodes and named properly.
XP Summary (total 175)
Subdomain
Skill
XP
Game Design: Game Feel & UX
Problem Solving
50
Game Design: Game Feel & UX
Creativity & Design Thinking
50
Game Design: Game Feel & UX
Technical Literacy
75
Checklist
I've reviewed and agree to follow the code of conduct
I finished the changes for this issue. Before making the changes, I compared the problem with the related issues mentioned and reviewed other project scenes as references, mainly NO_EDIT Stealth, Void Runner, and Fray’s End, to understand how OnTheGround and Y-Sorting are properly organized.
After making the changes, I tested the level to verify that Y-Sorting works correctly and that elements such as the player, guards, checkpoints, collectible, and cameras continue to work as expected.
During these tests, I noticed an error in the output related to the level's Helper. I had placed the Helper inside OnTheGround with the intention of following the structure used in other scenes, such as Void Runner. However, after reviewing the error and the corresponding line, I noticed that there is a specific dependency related to the location of this Helper. For this reason, I decided to keep it in its original position.
In the first gameplay video, the changes can be seen working, although the error mentioned above also appears in the output. After correcting it, I performed a second test and recorded another video to confirm that the level continues to work correctly and that the Helper error no longer appears.
Activity
Leonardo-UTP commentedon Sep 21, 2026
I will work on this issue.
Leonardo-UTP commentedon Sep 22, 2026
This is my planning sheet for working on this issue: https://docs.google.com/document/d/1h9GOLTbBmQONbFtd98_2ReFsPmBEDsIK1d6RR9uqHA0/edit?usp=sharing
Leonardo-UTP commentedon Sep 23, 2026
I finished the changes for this issue. Before making the changes, I compared the problem with the related issues mentioned and reviewed other project scenes as references, mainly NO_EDIT Stealth, Void Runner, and Fray’s End, to understand how OnTheGround and Y-Sorting are properly organized.
After making the changes, I tested the level to verify that Y-Sorting works correctly and that elements such as the player, guards, checkpoints, collectible, and cameras continue to work as expected.
During these tests, I noticed an error in the output related to the level's Helper. I had placed the Helper inside OnTheGround with the intention of following the structure used in other scenes, such as Void Runner. However, after reviewing the error and the corresponding line, I noticed that there is a specific dependency related to the location of this Helper. For this reason, I decided to keep it in its original position.
In the first gameplay video, the changes can be seen working, although the error mentioned above also appears in the output. After correcting it, I performed a second test and recorded another video to confirm that the level continues to work correctly and that the Helper error no longer appears.
Gameplay video: [Threadbare #2780 – Stealth Level Y Sorting Test]
Gameplay video: [After Helper fix]
Fix Y-sorting structure in stealth level (endlessm#2964)