I am new to Unity. I’m working on a top-down 2.5D idea I had. The point is to do it a little bit like GTA2, where a bunch of flat sprites existed on a plane while some things (buildings for instance) were 3D.

So far I had a problem where if I made the player’s “model” a plane with a rigidbody component, it would slide through the ground plane instead of colliding with it.

Making the player model into a cube works. But, it also means that all faces are rendered, which is a problem (since I can see them if the camera isn’t exactly on top of the player).

But if I keep it as a plane on the other hand, will collision detection with other objects still work?

What do I do in this situation?

easy as pie!

1 - make a cube. it will be invisible. make it however thick, etc, is relevant to your work

2 - make the flat sprite. no in the Hierarchy, drop the flat sprite inside the cube - in other words, the cube is the parent of the image.

The whole thing will now bounce around (as if it is a cube) but it will look like a flat sprite (as if it’s a flat sprite)

It is very common, ubiquitous, to do this in game engines. Your rigs, things, are constructed from various things stuck together, many of them invisible.

Hope it helps.

Secondly, for 2D, it is unbelievably easier to use 2DToolkit from the asset store - it is very widely used.