Quick answer: TileSet editor → tile → Rendering → Y Sort Origin = base-of-tile pixel offset. TileMap layer Y Sort Enabled = true.
Tree tile is 32×64 pixels. Player sprite walks behind it. Tree should occlude bottom but renders fully on top because sort key is tile top, not base.
The Fix
TileSet editor:
Select tile (tree_tall)
Base Tile → Rendering:
Y Sort Origin: 56 # pixels from tile top to base
TileMap node:
Y Sort Enabled: true
Layer 0:
Y Sort Enabled: true
Y Sort Origin: 0
Sort key = world_position.y + y_sort_origin. Setting it to the tile’s base aligns the sort with the visible bottom edge.
Verifying
Walk player around tall tile. Player passes behind when above the tile’s base, in front when below. Without origin: always on one side.
“Y Sort Origin at base. Layering matches visuals.”
Related Issues
For Camera2D zoom, see zoom. For shader instance uniform, see instance uniform.
Origin at base. Sort follows visuals.