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In Smaghetti, when the user creates a level like this they don't get what they expect this is because Smaghetti placed the lower plateau first in the level, which caused the higher plateau to detect its presence and stop its downward rendering. Smaghetti will almost certainly need a manual object priority override here to allow the user to get what they want, and smaghetti needs to render the entities to show them accurately what they will get. |
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Going to dump object priority findings here.
Initially, it looks like it is "last object wins". So if two objects want to render into the same cell of the background grid, the last one to render will clobber the previous ones.
example
here the underwater floor came first in the level, followed by the donut. So donut clobbered the floor in its cell.
and this the same level except donut came first, then floor. So in this case, floor clobbered donut.
It seems most object interactions work this way, but not all.
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