## Tilemap is sent to back/disappears behind background when I go into play mode or save (video included)

screencap of the problem here

I’m sure this has a simple solution but I haven’t found it answered yet. I have two tilemaps, one a BG and one a middle layer, and everything works when I paint on the middle layer. It shows up on top of the BG.

But if I save the project or open play mode to test it, the middle layer disappears. Seems like it gets sent behind the BG tilemap but the order of the tilemaps hasn’t changed. Also of note is that nothing changes even if I reorder the tilemaps, and the only way I can make the tilemap "reappear" is by ctrl-z undoing my last action. At a loss, any takers?

## Hiding UIs behind a custom image shader

Is there a way to hide UIs such as text, images etc. behind another transparent image? The problem is that I am using the latest Unity version and these custom shaders have no effect on hiding the UI shaders. The two custom shaders I have applied for testing are:

``Shader "Custom/DepthReserve" {     Properties     {     }     SubShader     {         Tags { "RenderType" = "Opaque" "Queue"="Geometry-1" }         LOD 100           Blend Zero One           Pass         {           }     } } ``
``Shader "Custom/InvisibleMask" {   SubShader {     // draw after all opaque objects (queue = 2001):     Tags { "Queue"="Geometry+1" }     Pass {       Blend Zero One // keep the image behind it     }   } } ``

So is there a way to use a transparent image to hide text, images and even gameobjects?

## Do my opponents get a penalty to see me if I sneak up from behind?

My friends and I started a Dragon Age Roleplay and in the situation “A rogue approaches a creature from behind,” we must test the creature’s sight against the rogue’s dexterity. An argument arose that the creature doesn’t receive a penalty for facing the other direction. The GM said that it’s not written in the rules, while I think that it’s only natural for a penalty in the opposing check.

Can someone help me with that argument? Does the creature get a penalty, or not?

## How to give node sillouhette when behind wall

I am working on a boss-rush fps game. I want it to be like the eye of cthulu fight from terraria, with the enemy flying towards you and then turning around to try again if it misses. However, in order for that to work, the enemy must be visible when they are under the ground. How could I accomplish this? I took this image from a post about a similar question, but for Unity, not Godot.

## Does moving behind full cover count as “leaving the opponent’s reach” for purposes of Attack of Opportunity?

Suppose I am fighting an enemy with the usual 5-foot reach. He is standing next to a wall beside an open doorway. I am in next to him in the room. Without leaving his 5-foot range, I move to the other side of the wall. Does he get an attack of opportunity?

``                                                 M --------  -----    to  --------M -----  to--------  -----            EM                     E                  E ``

Assume that the wall is only a foot thick and is halfway in E’s square and halfway in mine, so that E(nemy) and M(e) are in adjacent squares in the final diagram. But the enemy cannot reach me through the wall, so have I “left his reach” taking an attack of opportunity while in the doorway?

If there was no wall there, I could move to that position without provoking any opportunity attack. Does the wall being there make it easier for the foe to attack me somehow?

Does your analysis change in the 3-dimensional case where the creature potentially leaving reach is an incorporeal creature moving from the square next to an enemy to the square (cube) next to and below the enemy?

## Does Truesight allow you to see through or behind solid objects?

From what I understand in the references in the MM and PHB to Truesight, it seems that a creature with this sense can see into the Ethereal Plane and see invisible things/creatures. However, does this allow the creature to see through solid rock, e.g. if a PC was out of typical line of sight, with 100% cover, hiding behind a large tree or a stone pillar?

There was some confusion about this in a recent campaign. The way I would interpret it is that having Truesight does not allow a creature to see through objects, e.g. like x-ray vision. For me, seeing the "invisible" does not mean the same as seeing the "non visible".

I would appreciate any RAW answers using 5e literature and/or experience on applying a house-rule regarding this matter.

## What’s behind the widespread negative response to Wild Sorcerers, and how can I ensure they’re fun at my table?

I’m just starting to get into D&D 5e. Magic classes in particular fascinate me, and the one that caught my eye the most is the wild sorcerer. Or, rather, the concept did. The mechanics of the design itself seem particularly lackluster when compared to every other magic class I’ve looked at.

After quite a bit of searching, it seems I’m not alone in this observation. All over the place, people insist that wild sorcerers are unbalanced/underwhelming/generally unwanted. But I haven’t really seen any explanations of what exactly makes them this way, compared to other classes.

I’m now looking at attempting to DM a game with a bunch of other newbies, and trying to figure the game out as a group. One of my players will likely want to play a wild sorcerer. I’m interested in seeing how that plays out in RAW, but more importantly, I want the players to have fun.

I’m new and inexperienced. What should I look out for in the Wild Sorcerer when considering balance, or fun? Are there any gaping flaws in practice for the wild sorcerer’s design?

Right now I’m considering using the existing mechanics, but supplementing them with a secondary system of character progression that slowly takes the sorcerer from fearing their magic that’s unpredictable, to having some, but not total, control over it. Basically there’s a chaos level that increases and decreases based on player ability/spell usage. High chaos means more wild surges, low means less. To get the most out of the design, you have to balance the chaos level (in theory).

Note, I’m well-aware that I should probably stick to RAW during the learning phase. But as someone that works in gaming, I’m also aware that mechanics typically function differently in practice than in theory, and so I want to be prepared for any known “in-practice” shortcomings.

It sounds like the main ones are how often a surge happens (GM overhead, chance of anything happening at all), and exactly what happens (more flavor vs more functionality, which is up to what you want from the game). Both answers were solid, but I’m going with Icy’s, since it approached the question more specifically targeting the Wild Sorcerer’s in-practice functionality with examples and edge cases.

## What is the intuition behind Strassen’s Algorithm?

I came across Strassen’s algorithm for matrix multiplication, which has time complexity $$O(n^{2.81})$$, significantly better than the naive \$ O(n^3). Of course, there have been several other improvements in matrix multiplication since Strassen, but my question is specific to this algorithm.

If you see the algorithm, you’ll notice that 7 matrices $$M_1$$ to $$M_7$$ have been defined as intermediate computation steps, and the final matrix product can be expressed in terms of these. I understand how to verify this claim, and arrive at the expression for the desired time complexity, but I’m unable to grasp the intuition behind this algorithm, i.e. why are the matrices $$M_1$$ through $$M_7$$ defined the way they are?

Thank you!

## why does bool(9) or any other no. except 1&0 with bool give the output true and why not false in python ? What is the logic behind it?

In Python programming when i write bool(1) the output is true while when i write bool(0) the output is false. But when i write any other number with bool it turns out to be true.

## What is the mathematics behind Facebook friend suggestion algorithms [closed]

Can anyone help me know how Facebook suggests unknown friends? Or, any references in this regards will do.

What i know is there are infinite ways in which Facebook can suggest friends. One of the ways in which Facebook suggests you friends is that when that person has mutual friends with you or that person is directly or indirectly connected your friendship networks (even if you have no mutual friends with him). In the line of this algorithm, i am thinking of a an algorithm to predict friend suggestion by Facebook using graphs and its union and intersection operations.

My problem is that, i couldn’t find any Mathematical algorithms of the mechanisms of friend suggestion by Facebook. Any reference in this regards will be appreciated.