> For the complete documentation index, see [llms.txt](https://docs.flatredball.com/flatredball/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.flatredball.com/flatredball/tiled-plugin/flatredball-tilegraphics-layeredtilemap/z.md).

# Z

### Introduction

The Z value of a LayeredTileMap controls the order that it is drawn relative to other objects such as FlatRedBall Entities. Each layer (MapDrawableBatch) on the LayeredTileMap is drawn at one Z value greater than the layer under. For example, consider a map with layers shown in the following image:

![](https://951240982-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-M_fye9Ufg3vzJxwX5Hk%2Fuploads%2Fgit-blob-74feee7067b26643c03477ae7a77a4822fcfe23e%2F2022-04-img_6255b9186ee1f.png?alt=media)

Assuming the map's Z value is set to 0, then the layers will have the following Z values:

* GameplayLayer Z = 0
* AboveLayer1 Z = 1
* AboveLayer2 Z = 2

### Shift Map to Move Gameplay Layer to Z0

The Map object (the default LayeredTileMap when using a wizard setup) provides the option to shift the map's Z value so the GameplayLayer's Z is at 0. If this option is checked, then any layer above GameplayLayer has a positive Z value and draws on top of entities at Z = 0. Similarly, if this option is checked then any layer below GameplayLayer has a negative Z value and draws under entities at Z = 0.


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