I’m starting a 2.5D platformer in 3D URP Unity using 3D assets, with gameplay movement restricted to the X and Y axes.
I’m unsure about the basic camera configuration (Orthographic vs Perspective, angle, rotation) and which values can be proper to each camera.
Also, is using a quad as the base ground/support a good approach for 3D assets?
Any recommended camera settings or common best practices would be appreciated.
Ortho or Perspective is a design decision. Just try both. For best 3D effect you need Perspective. And in either case, use Cinemachine to get AAA camera behaviour with little to no code.
What’s a “base ground/support”? You mean a floor?
Definitely avoid any non-volumetric meshes with MeshColliders (Quad or Plane). You can use a Plane but replace the default MeshCollider with a BoxCollider, positioned so that it’s top aligns with the plane surface but make it 1-10 units thick - this helps prevent “slip through floor” issues since it takes a lot more force/speed for objects to pass halfway through a volumetric collider.
There is absolutely no amount of text that could be written into this tiny box that would ever give you the kind of supreme firsthand Godlike intelligence that a few hours of creative tinkering will give you.
Imphenzia: How Did I Learn To Make Games:
Two steps to tutorials and / or example code:
do them perfectly, to the letter (zero typos, including punctuation and capitalization)
stop and understand each step to understand what is going on.
If you go past anything that you don’t understand, then you’re just mimicking what you saw without actually learning, essentially wasting your own time. It’s only two steps. Don’t skip either step.
Step #2 is particularly critical when learning.
If you are unwilling or unable to do Step #2, just ask someone else to do the whole game for you.