Quick answer: Sort by the object's base/footprint anchor, split tall objects into per-cell pieces with their own depth, or use a depth-buffer trick so each part sorts independently.
On your isometric map a character clearly in front of a tall column is drawn behind its upper half. The column sorts as one piece by a single point.
How to fix it
1. Sort by the base anchor
Anchor the tall object's sort point at its footprint (the cell it occupies on the ground) so a character standing below that cell correctly draws in front.
2. Split tall objects into cells
Break a multi-cell tower into per-row pieces, each with its own y-sort depth, so a character can be in front of the base and behind the top simultaneously.
3. Use a depth pass if available
For 3D-backed isometric, write a depth value per fragment so overlapping art resolves per-pixel instead of relying on a single sort key for the whole object.
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.