Scene Layer Schema, Depth, And Bands
What This System Is
Scene layer schema defines layer roles, presets, player depth bands, collision/weather responsibilities, and Tiled naming rules.
How It Works
Scene layer roles are stable semantic categories. Display names can change, but roles drive sorting, runtime meaning, prefab merge behavior, collision use, weather masks, and player depth bands. Presets provide expected layer stacks for exterior, interior, dungeon, town, and related scene profiles.
Tiled import semantics infer roles and sort keys from layer names when explicit metadata is absent.
How Authors Use It
Choose the preset that matches the scene type before importing or rearranging layers. Keep collision and weather-mask responsibilities on their intended layers. Use object and over-sprite layers deliberately when something must render relative to the player.
When importing from Tiled, name layers according to the role you want inferred.
Rules And Invariants
Roles are the contract; display names are presentation. Player depth bands must keep the player between the intended ground, object, and over-sprite layers. Prefab merge behavior depends on role-compatible layers.
Validation And Debugging
Unexpected render order, broken prefab merge, or missing collision usually means the layer role or inferred semantics are wrong. Inspect the scene layer descriptors and Tiled layer names before changing runtime sorting.
Examples
An exterior scene should use exterior-style ground, object, collision, weather, and over-sprite roles so player depth remains predictable. A prefab layer named like a collision layer should merge with the collision role instead of becoming a decorative tile layer.