2d in 3d game

So I am currently trying to create a game/scene that has a certain aesthetic to it. I want to have a game with mostly 2d pixel characters/items/enemies/etc w some necessary mores 3d structures (with graphics to match the 2d-look) all in a 3d world. The player is third person fix camera, and resembles Diaries of a spaceport janitor (in the 2d/3d pixel look anyways) and also similar to paper-mario type games.

I’ve been working in unity for months on and off but haven’t really gotten to anything that I’ve fully finished–I’m pretty inexperienced in coding, though I do have a basic understanding and have implemented a handful of things (like movement and camera following etc), but please in your response any great links to tutorials for further information would be great on top of your ideas!

My initial thought was to just put pixel (.png) sprites into a 3d environment but the objects are kind of hard to work with (they don’t act like planes or other “3d” models, they overlap or disappear into other sprites regardless of the actual x,y,z coordinates). I also thought putting the sprites as textures on cubes (and removing the mesh components) but the sprites don’t translate as clearly as they would if I put them in the world on their own (I already have point whatever selected under the sprite options, rather than bilinear which is default).

Also I can have movement, but I guess the other issue with implementation is how to keep 3d physics on it? (so you have fall and jump). Not sure if using a rigid body makes sense, or what implementation of movement makes this the smoothest. Also, using just sprites brings another issue with being affected by light, which I still want to be a thing (though I am going for a look like Diaries of a spaceport janitor, I also want the capability with night scenes, without the characters being fully lit up and unaffected by light sources.

Use 3D Quad or Plane primitives. Since your world is 3D and you want movement in 3 dimensions, it makes the most sense to make them all “3D” objects with 3D colliders and Rigidbodies.

You can use the standard shader set to Transparent or Cutout which will allow them to use the scene lights and shadows as well as full featured shading like emissive maps, normal maps, etc.

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