How to make "fake 2.5d plane" for actual 2d game?

Hi guys! How could I make a 2d ground that simulates depth, in terms of colliders? I tried having several long and thing rectangular colliders instead of one large one and neither approach worked. I would like enemies to approach the house from the left in several rows. If I use one big box collider the monsters are just pushed to the top and then walk on top of the rectangle. If I use several, they do generally walk in different “lanes” but I have several other problems, for example it won’t detect any mouse clicks 50% of the time.

One thing I thought about was just to turn off Unity’s gravity and simulate gravity myself only when characters get off the ground, thus eliminating the need for a ground collider, but I would prefer to do this another way since characters being off the ground is an integral part of the gameplay.

Thanks a lot!

I suppose you could use sorting layers to set the y position of an object and use those layers to decide which lane they are in. As for gravity, you can just apply that yourself with their min y position being whatever sorting layer they are on.