Quick answer: Sort all dynamic and static drawables together by an isometric depth key (grid x+y, with height as a tiebreaker) each frame, and split tall tiles so characters can occlude correctly.

On your isometric map, a hero standing behind a wall is drawn on top of it, or a tree's base sorts above a nearby character. Sorting is not respecting isometric depth.

How to fix it

1. Sort by isometric depth, not screen-y

Compute each object's depth as gridX + gridY (plus a small height term) and sort all sprites and tiles together by it every frame so nearer cells draw last.

2. Merge tiles and entities into one sort list

Do not draw the tilemap and entities in separate passes; collect them into a single list and sort once so a character can be both in front of one tile and behind another.

3. Split tall objects

For walls or trees taller than one cell, split them into per-cell pieces (or use multiple sort anchors) so a character can occlude the lower part and be occluded by the upper part.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.