I have a specific idea about setting up a game in Unity using “backdrops” or stage (theatre) design. It seems tedious to describe what I am going for so I have created a simple image illustrating my thinking.
Basically, there would be a background backdrop to display a sky, a middle backdrop to display some sort of landscape, a ground plane for the character to move around on, and a foreground backdrop to hang objects in front of the player (or camera rather), like tree branches or anything else that adds detail to the scene.
I have set this up in Unity using Unity’s Plane Game Objects and it was fairly simple to do. I then import a 2D “painting” created in Photoshop and apply them to each plane creating a stylised 3d space. My questions are:
- Are Planes the best thing to use for creating this kind of backdrop idea? Am I thinking about this in the right way?
- I am using the camera in perspective mode because I want to utilise 3D models on the ground plane. Is there a way to keep a consistent pixel ratio from painting the backdrops in Photoshop and the size of Plane I assign them to in Unity? Say my sky backdrop in Photoshop is 2000 pixels wide and 600 pixels in height. I would like to set it up in Unity to use those dimensions so there is no unintended scaling of pixels. (Hope that makes sense).
- Many assets would use transparency (PNGs). If the game utilised many many PNGs would that have an effect on performance?
- Lastly, is it possible in Unity to use scripting to scale and place these “backdrops” (being Planes or whatever is best) automatically? I used the Planes Game Object tool to place the planes and manually resized them and placed them, must be a more precise way. Also, generating a generic skeletal stage would make it more manageable to create new scenes.
Anyhow, those are my questions. I’m pretty new to Unity but comfortable with programming/scripting. Any thoughts, advice, or wisdom is greatly appreciated!
Many thanks indeed!