Hi all. I’m currently working through the tutorials for a 3D stealth game, which is teaching me lots of nice skills, however the first project i have planned would be 2.5D
That is, i would like to use full 3D models, with full 3D animations, but bind all movement, physics and camera translation to a 2D plane (left/right and up/down, but no in/out). Think along the lines of Trine, or Little Big Planet.
how well does unity manage this sort of thing, and can anyone point me towards a starting point once i’m done with existing tutorials?
(i already have all the modelling/texturing/animation skills necessary, asset generation is covered)
It’s easy. The only thing you’re really doing is restricting the camera movement. Then maybe if you’re using 3d objects, you just need to add like a large plane collider or something in front of and behind the cross section of environment so that objects don’t roll off the front or back, or individually limit the ability for physcics objects to change their Z coordinate etc.
But i was thinking more in terms of collisions. location specific damage (eg, headshots). I’d like characters to be 3D ragdolls, but their collision boxes would still have to somehow sit all on one plane. for example if someone is holding their arms up for any reason, their arms would absorb bullets and prevent them getting hit in the head.
Physics i really want to explore and play with, push the limits of what i can do with 2D physics <3
Well you can attach 2DColliders to 3D meshes no problem. But you can’t have a single GameObject with a 2DRigidBody and a 3D one at the same time. But if it’s like you said, purely for checking collision and not for physical interaction, then you can simply attach a child to your 3D rigid component which you’ll give a 2D collider.
So Unity has a 2D physics system and a 3D one. (Check the manual)
Basically the 2D physics system works on one plain, the x y plain.
So this means that changing the z position of your 2D physics objects doesn’t matter. If your objects interacts according to the x and y, then they do, no matter what the z axis says.
What I mean with physical interaction is interaction in physics
Gravity, things pushing each other, acceleration, ragdolls. You must know what physics is.
The component in Unity for handling physics is the RigidBody. (Check manual)
i want to resurrect this thread, rather than reposting it. I have some more questions:
can i have 3D models with 3D ragdolls on death, that use 2D colliders for detection of other things? (like being hit by bullets).
Or, is it possible to have 2D colliders that adapt to 3D movements that are a part of animation? like if someone turns from a profile pose, to facing the camera, their torso is naturally wider.
Where is a good starting point for learning a 2.5D game ? I’ve been googling for tutorials and so far turning up a lot of dead ones, and an iphone specific one that doiesnt really apply to me, i think