I have a couple of characters which I keep from overlapping with circle colliders (this is very in important in my case because i use sprite unity complex so each body part is a sprite with a different z-position). characters on the same sorting layer could mix body parts when getting to near to each other.
so the colliders do a good job.
now I got a very deep level, where the characters are scaled down a lot and the camera zooms in.
the circle colliders radius isn't affected by the follow sorting map so in the back the characters have huge collider circles compared to the body size and one npc doesn't have enough space so he is pushing my player character around.
It also limits the clickable area around the character, because the circle is so big.
the idea would be to extend the follow sorting map script that not only the size of the characters and the sorting layer would change according to the position, but also the circle colliders radius in relation to the characters size.
in sprite unity complex the follow sorting map script is on the sprite child (animator)
so GetComponentInParent<CircleCollider2d> could be used
Comments
The FollowSortingMap affects the scale of the root object that contains the Player / NPC component. So long as you place your FSM component on the assigned sprite child, you should find the whole character scales - try it with the 2D Demo player, Brain2D.