Thank you! It seems entering the z as pixels vs index works as a temporary work around.
Also I'm attempting to replicate your sprite following example but I'm not able to place a space on an event and detect player entering it unless I use the onChanges hook which causes frame rate issues.
Should shapes be used sparingly for this reason?(only on the player vs the event)
My other challenge is flipping the array of sprite layers based on player direction (I only setGraphic if a change is detected, not on continues input in one direction) would you have any suggestions for alternate pattern?
I'm thinking to possibly generate the sprite sheet upon player load (web3 custom login module has replaced the title screen) but then there would be a sprite sheet per player which does not seem efficient either.
I have not compared build vs dev, is it possible the production env optimizations would resolve these issues?
This is by far the closest thing to a perfect MMORPG browser framework I have seen in weeks of research. Very excited for v4 😃