I also got a more accurate ratio type thing
Now my sorting code is:
+ System: For each Layers ordered by Layers.Bottom + Layers.Value('ZHeightBottom') + (Layers.Value('ZHeight') * (1 - (35.264 / 54.736))) Ascending
-> Layers: Send to front
For a 2:1 ratio like pixel art isometric, it would be:
+ System: For each ObjectName ordered by ObjectName.Bottom + ObjectName.Value('zBottom') + (Layers.Value('zTop') * (1 - (30 / 60))) Ascending
-> ObjectName: Send to front
The (1 - (30 / 60)) can just be replaced with 0.5, I just put it in there to show how it works.
The difference between the two is that I'm trying out using a true isometric view angle.
Still working on this overlap issue when standing between two blocks....
Still hating this family bug....
EDIT: Actually, with a bit of testing, this formula has a bit of overlap when walking on top of things hmmm......
EDIT 2: Ironically, I'm using a different view angle to 2:1 iso, yet the 2:1 iso sorting formula works perfectly?!