├── .gitignore ├── IsometricSorting ├── Assets │ ├── IsometricSpriteSorting.meta │ └── IsometricSpriteSorting │ │ ├── Demo Extras.meta │ │ ├── Demo Extras │ │ ├── Animations.meta │ │ ├── Animations │ │ │ ├── PlayerAnimator.controller │ │ │ ├── PlayerAnimator.controller.meta │ │ │ ├── Player_Idle_Down.anim │ │ │ ├── Player_Idle_Down.anim.meta │ │ │ ├── Player_Idle_Left.anim │ │ │ ├── Player_Idle_Left.anim.meta │ │ │ ├── Player_Idle_Right.anim │ │ │ ├── Player_Idle_Right.anim.meta │ │ │ ├── Player_Idle_Up.anim │ │ │ ├── Player_Idle_Up.anim.meta │ │ │ ├── Player_Move_Down.anim │ │ │ ├── Player_Move_Down.anim.meta │ │ │ ├── Player_Move_Left.anim │ │ │ ├── Player_Move_Left.anim.meta │ │ │ ├── Player_Move_Right.anim │ │ │ ├── Player_Move_Right.anim.meta │ │ │ ├── Player_Move_Up.anim │ │ │ └── Player_Move_Up.anim.meta │ │ ├── Main.unity │ │ ├── Main.unity.meta │ │ ├── PlayerMovement.cs │ │ ├── PlayerMovement.cs.meta │ │ ├── Sprites.meta │ │ └── Sprites │ │ │ ├── Cube.png │ │ │ ├── Cube.png.meta │ │ │ ├── Grid.png │ │ │ ├── Grid.png.meta │ │ │ ├── IsoSort_Logo.png │ │ │ ├── IsoSort_Logo.png.meta │ │ │ ├── Player_SpriteSheet.png │ │ │ ├── Player_SpriteSheet.png.meta │ │ │ ├── SiteTitle.png │ │ │ └── SiteTitle.png.meta │ │ ├── IsometricSpriteSorting.meta │ │ └── IsometricSpriteSorting │ │ ├── Editor.meta │ │ ├── Editor │ │ ├── IsometricSceneSorter.cs │ │ └── IsometricSceneSorter.cs.meta │ │ ├── IsometricSprite.cs │ │ ├── IsometricSprite.cs.meta │ │ ├── ReadMe.txt │ │ └── ReadMe.txt.meta └── ProjectSettings │ ├── AudioManager.asset │ ├── ClusterInputManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshAreas.asset │ ├── NetworkManager.asset │ ├── Physics2DSettings.asset │ ├── ProjectSettings.asset │ ├── ProjectVersion.txt │ ├── QualitySettings.asset │ ├── TagManager.asset │ ├── TimeManager.asset │ └── UnityConnectSettings.asset ├── LICENSE └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | IsometricSorting/[Ll]ibrary/ 2 | IsometricSorting/[Tt]emp/ 3 | IsometricSorting/[Oo]bj/ 4 | IsometricSorting/[Bb]uild/ 5 | IsometricSorting/[Bb]uilds/ 6 | IsometricSorting/Assets/AssetStoreTools* 7 | 8 | # Visual Studio cache directory 9 | .vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | *.opendb 26 | 27 | # Unity3D generated meta files 28 | *.pidb.meta 29 | *.pdb.meta 30 | 31 | # Unity3D Generated File On Crash Reports 32 | sysinfo.txt 33 | 34 | # Builds 35 | *.apk 36 | *.unitypackage 37 | -------------------------------------------------------------------------------- /IsometricSorting/Assets/IsometricSpriteSorting.meta: 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d7e94f5a83a5fc84a94f0f13d962c820 3 | timeCreated: 1530773025 4 | licenseType: Free 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /IsometricSorting/Assets/IsometricSpriteSorting/Demo Extras/PlayerMovement.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class PlayerMovement : MonoBehaviour 6 | { 7 | /// 8 | /// The purpose of this script is to set the player movement by overriding the rigidbody velocity. 9 | /// This is just for demostration purposes and not useful for the core idea of the project. 10 | /// Feel free to delete this script. 11 | /// 12 | 13 | [SerializeField] 14 | private Animator anim; 15 | [SerializeField] 16 | private Rigidbody2D rigidBody2D; 17 | 18 | private int HASH_DIR_X = Animator.StringToHash("DirX"); 19 | private int HASH_DIR_Y = Animator.StringToHash("DirY"); 20 | private const float playerSpeed = 1.5f; 21 | 22 | private enum PlayerState {IDLE,MOVING}; 23 | private PlayerState currentState; 24 | void Start () 25 | { 26 | currentState = PlayerState.IDLE; 27 | } 28 | 29 | void Update () 30 | { 31 | float inputX = Input.GetAxis("Horizontal"); 32 | float inputY = Input.GetAxis("Vertical"); 33 | anim.SetFloat(HASH_DIR_X, inputX); 34 | anim.SetFloat(HASH_DIR_Y, inputY); 35 | Vector2 finalVelocity = (new Vector2(inputX, inputY) ) * playerSpeed; 36 | if (currentState == PlayerState.IDLE && finalVelocity.magnitude > 0.0f) 37 | { 38 | anim.SetTrigger("Move"); 39 | currentState = PlayerState.MOVING; 40 | } 41 | else if (currentState == PlayerState.MOVING && finalVelocity.magnitude == 0.0f) 42 | { 43 | anim.SetTrigger("Idle"); 44 | currentState = PlayerState.IDLE; 45 | } 46 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-------------------------------------------------------------------------------- /IsometricSorting/Assets/IsometricSpriteSorting/IsometricSpriteSorting/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 16a7360aaa683f143b9f759d1de5807e 3 | folderAsset: yes 4 | timeCreated: 1533282505 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /IsometricSorting/Assets/IsometricSpriteSorting/IsometricSpriteSorting/Editor/IsometricSceneSorter.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | public class IsometricSceneSorter : EditorWindow 4 | { 5 | [SerializeField] 6 | private int layerIndex = 0; 7 | 8 | [SerializeField] 9 | private bool sortOnPlay = false; 10 | 11 | [MenuItem("Window/Isometric Sprite Sorting", false, 10000)] 12 | static void ShowWindow() 13 | { 14 | EditorWindow.GetWindow(); 15 | } 16 | 17 | 18 | void OnEnable() 19 | { 20 | this.titleContent.text = "Isometric Sort"; 21 | this.minSize = new Vector2(100, 60); 22 | this.maxSize = new Vector2(4000,60); 23 | EditorApplication.playmodeStateChanged += OnPlayModeChanged; 24 | } 25 | 26 | //This callback is to sort them when the Play button is pressed in the editor (If enabled by the user) 27 | private void OnPlayModeChanged() 28 | { 29 | if (sortOnPlay) 30 | { 31 | SortSpritesRenderers(); 32 | } 33 | } 34 | void OnGUI() 35 | { 36 | using (new EditorGUILayout.VerticalScope()) 37 | { 38 | 39 | //This dropdown is used to select which Sorting Layer will be affected 40 | if (SortingLayer.layers.Length > 0 ) 41 | { 42 | string[] sortingLayerNames = new string[SortingLayer.layers.Length]; 43 | for (int i = 0; i < sortingLayerNames.Length; i++) 44 | { 45 | sortingLayerNames[i] = SortingLayer.layers[i].name; 46 | } 47 | layerIndex = EditorGUILayout.Popup("Layer", layerIndex, sortingLayerNames); 48 | } 49 | 50 | 51 | //This Button runs the main method to sort the sprites given their Y value 52 | if (GUILayout.Button("Sort Sprites Layer")) 53 | { 54 | SortSpritesRenderers(); 55 | } 56 | sortOnPlay = GUILayout.Toggle(sortOnPlay, "Automatically Sort on Play"); 57 | GUILayout.Space(5); 58 | //This is the contact label, remove this if its annoying. (You should also adjust the minSize and maxSize Y to 50) 59 | if (GUILayout.Button("More info at: www.codeartist.mx", GetLinkStyle())) 60 | { 61 | Application.OpenURL("https://codeartist.mx/tutorials/isometric-sorting/"); 62 | } 63 | } 64 | } 65 | private void SortSpritesRenderers() 66 | { 67 | //Check if the selcted layer is valid, if its not throw an error 68 | if (layerIndex >= SortingLayer.layers.Length) 69 | { 70 | Debug.LogError(" Sprite Sorting Failed!! The selected Layer is not valid or does not exist anymore."); 71 | } 72 | else 73 | { 74 | SpriteRenderer[] spriteRenderers= GameObject.FindObjectsOfType(typeof(SpriteRenderer)) as SpriteRenderer[]; //Look for all the SpriteRenderers in the scene 75 | SortingLayer selectedLayer = SortingLayer.layers[layerIndex]; //Assigned the selected sprite layer 76 | int sortedSpritesCount = 0; 77 | for (int i = 0; i < spriteRenderers.Length; i++) 78 | { 79 | if (spriteRenderers[i].sortingLayerID == selectedLayer.id) 80 | { 81 | spriteRenderers[i].sortingOrder = (int)(spriteRenderers[i].gameObject.transform.position.y* IsometricSprite.PrecisionValue); 82 | sortedSpritesCount++; 83 | } 84 | } 85 | 86 | if (sortedSpritesCount > 0) 87 | { 88 | Debug.Log("" + sortedSpritesCount + " Sprites sorted in Layer --> " + selectedLayer.name + ""); 89 | } 90 | else 91 | { 92 | Debug.Log("No sprites found using Layer --> " + selectedLayer.name + ""); 93 | } 94 | } 95 | } 96 | 97 | //Ignore this, its just to have a clickable link in the editor window 98 | private GUIStyle GetLinkStyle() 99 | { 100 | GUIStyle s = new GUIStyle(); 101 | RectOffset b = s.border; 102 | b.left = 0; 103 | b.top = 0; 104 | b.right = 0; 105 | b.bottom = 0; 106 | s.alignment = TextAnchor.MiddleCenter; 107 | return s; 108 | } 109 | } -------------------------------------------------------------------------------- /IsometricSorting/Assets/IsometricSpriteSorting/IsometricSpriteSorting/Editor/IsometricSceneSorter.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fcd4f863d7496f844b08e51e535875d7 3 | timeCreated: 1530580106 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /IsometricSorting/Assets/IsometricSpriteSorting/IsometricSpriteSorting/IsometricSprite.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | /// 6 | /// ! Important ! You must first use the Editor Sprite Sorter in order for this one to work. 7 | /// Use this component attached to a GameObject for it to sort itself in the game world. 8 | /// 9 | [RequireComponent(typeof(SpriteRenderer))] 10 | public class IsometricSprite : MonoBehaviour 11 | { 12 | /// 13 | /// This precision value will determine how often changes in the sprite layers occur when moving through the Y axis. A higher value means more precision. 14 | /// The precision is negative because we will sort from downwards to upwards as farther apart in our worldspace 15 | /// 16 | public static int PrecisionValue 17 | { 18 | get 19 | { 20 | return -10; 21 | } 22 | } 23 | 24 | private SpriteRenderer spriteRenderer; 25 | 26 | void Start () 27 | { 28 | spriteRenderer = gameObject.GetComponent(); //Retrieve this object sprite renderer 29 | } 30 | 31 | void Update () 32 | { 33 | spriteRenderer.sortingOrder = (int)(spriteRenderer.gameObject.transform.position.y * PrecisionValue); //Will set the sprites sorting layer order based on its Y axis 34 | } 35 | } 36 | -------------------------------------------------------------------------------- /IsometricSorting/Assets/IsometricSpriteSorting/IsometricSpriteSorting/IsometricSprite.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 99f66cd234a188943a23dddf95d1e71d 3 | timeCreated: 1530769354 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /IsometricSorting/Assets/IsometricSpriteSorting/IsometricSpriteSorting/ReadMe.txt: -------------------------------------------------------------------------------- 1 | /// How to use this asset: 2 | - Go to Window, and at the very bottom press "Isometric Sprite Sorting", this will open up the editor tool. (You can dock it to your window layout) 3 | - Once you are happy with your current sprite placement select the appropiate Layer and press the "Sort Sprites" button. 4 | - After that, for all the dynamic sprites (The ones that will be moving through the world), drag and drop the component "Isometric Sprite". 5 | - Repeat this process as necessary. 6 | 7 | Feel free to change the code to whatever you please. 8 | You can also delete (or modify) everything in the DemoExtras, is not necessary for the sprite sorter. 9 | 10 | 11 | /// Credit: 12 | Credit is not necessary but very appreciated. 13 | There is also a link for donations in my website if you feel generous. 14 | If you got more questions, I made an In-Depth article at: https://codeartist.mx/tutorials/isometric-sorting 15 | You can also contribute to following versions of this asset at the Git repository: https://github.com/CodeArtistMX/IsometricSorting 16 | 17 | Good luck in your project! 18 | Rodrigo Fernandez Diaz 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| textureQuality: 0 107 | anisotropicTextures: 1 108 | antiAliasing: 0 109 | softParticles: 0 110 | softVegetation: 1 111 | realtimeReflectionProbes: 1 112 | billboardsFaceCameraPosition: 1 113 | vSyncCount: 1 114 | lodBias: 1 115 | maximumLODLevel: 0 116 | particleRaycastBudget: 256 117 | asyncUploadTimeSlice: 2 118 | asyncUploadBufferSize: 4 119 | resolutionScalingFixedDPIFactor: 1 120 | excludedTargetPlatforms: [] 121 | - serializedVersion: 2 122 | name: Very High 123 | pixelLightCount: 3 124 | shadows: 2 125 | shadowResolution: 2 126 | shadowProjection: 1 127 | shadowCascades: 2 128 | shadowDistance: 70 129 | shadowNearPlaneOffset: 3 130 | shadowCascade2Split: 0.33333334 131 | shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} 132 | shadowmaskMode: 1 133 | blendWeights: 4 134 | textureQuality: 0 135 | anisotropicTextures: 2 136 | antiAliasing: 2 137 | softParticles: 1 138 | softVegetation: 1 139 | realtimeReflectionProbes: 1 140 | billboardsFaceCameraPosition: 1 141 | vSyncCount: 1 142 | lodBias: 1.5 143 | maximumLODLevel: 0 144 | particleRaycastBudget: 1024 145 | asyncUploadTimeSlice: 2 146 | asyncUploadBufferSize: 4 147 | resolutionScalingFixedDPIFactor: 1 148 | excludedTargetPlatforms: [] 149 | - serializedVersion: 2 150 | name: Ultra 151 | pixelLightCount: 4 152 | shadows: 2 153 | shadowResolution: 2 154 | shadowProjection: 1 155 | shadowCascades: 4 156 | shadowDistance: 150 157 | shadowNearPlaneOffset: 3 158 | shadowCascade2Split: 0.33333334 159 | shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} 160 | shadowmaskMode: 1 161 | blendWeights: 4 162 | textureQuality: 0 163 | anisotropicTextures: 2 164 | antiAliasing: 2 165 | softParticles: 1 166 | softVegetation: 1 167 | realtimeReflectionProbes: 1 168 | billboardsFaceCameraPosition: 1 169 | vSyncCount: 1 170 | lodBias: 2 171 | maximumLODLevel: 0 172 | particleRaycastBudget: 4096 173 | asyncUploadTimeSlice: 2 174 | asyncUploadBufferSize: 4 175 | resolutionScalingFixedDPIFactor: 1 176 | excludedTargetPlatforms: [] 177 | m_PerPlatformDefaultQuality: 178 | Android: 2 179 | Nintendo 3DS: 5 180 | Nintendo Switch: 5 181 | PS4: 5 182 | PSM: 5 183 | PSP2: 2 184 | Samsung TV: 2 185 | Standalone: 5 186 | Tizen: 2 187 | Web: 5 188 | WebGL: 3 189 | WiiU: 5 190 | Windows Store Apps: 5 191 | XboxOne: 5 192 | iPhone: 2 193 | tvOS: 2 194 | -------------------------------------------------------------------------------- /IsometricSorting/ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 14 | - 15 | - 16 | - 17 | - 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | m_SortingLayers: 41 | - name: BackGround 42 | uniqueID: 1586300781 43 | locked: 0 44 | - name: Default 45 | uniqueID: 0 46 | locked: 0 47 | -------------------------------------------------------------------------------- /IsometricSorting/ProjectSettings/TimeManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: 0.02 7 | Maximum Allowed Timestep: 0.33333334 8 | m_TimeScale: 1 9 | Maximum Particle Timestep: 0.03 10 | -------------------------------------------------------------------------------- /IsometricSorting/ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | m_TestInitMode: 0 11 | CrashReportingSettings: 12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_Enabled: 0 14 | m_CaptureEditorExceptions: 1 15 | UnityPurchasingSettings: 16 | m_Enabled: 0 17 | m_TestMode: 0 18 | UnityAnalyticsSettings: 19 | m_Enabled: 0 20 | m_InitializeOnStartup: 1 21 | m_TestMode: 0 22 | m_TestEventUrl: 23 | m_TestConfigUrl: 24 | UnityAdsSettings: 25 | m_Enabled: 0 26 | m_InitializeOnStartup: 1 27 | m_TestMode: 0 28 | m_EnabledPlatforms: 4294967295 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2018 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Isometric Sprite Sorting 2 | A Unity Editor script that sorts the sprites in a scene in a Isometric perspective. 3 | 4 |

How to use this asset

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  • Go to Window, and at the very bottom press "Isometric Sprite Sorting", this will open up the editor tool. (You should dock it to your layout)
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  • Once you are happy with your current sprite placement select the appropiate Layer and press the "Sort Sprites" button.
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  • After that, for all the dynamic sprites (The ones that will be moving through the world), drag and drop the script component "Isometric Sprite".
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  • Repeat this process as necessary.
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11 | * You can also delete (or modify) everything in the DemoExtras, is not necessary for the sprite sorter. 12 | 13 | 14 |

Credit

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This asset is completely free for anyone to use. (MIT License)

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Credit is not necessary but very appreciated.

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There is also a link for donations at my website if you feel generous.

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If you got more questions, I made an In-Depth article at: https://codeartist.mx/tutorials/isometric-sorting

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Feel free to expand this project if you desire using this repository.

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Rodrigo Fernandez Diaz

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