[I’m reposting this question I made in r/unity2d]
Hey, i’m trying to make a game with a 2.5d look. Like old beat em ups or Castle Crashers, that kind of perspective.
The thing is that those games use orthographic cameras (there’s no real ‘depth’, the sprites don’t scale down or up when moving in the Z axis). Using an orthographic camera in Unity means that the Z position doesn’t do anything while rendering the image on screen, it just renders x and y positions.
The way I had this kind of behaviour using C++ and SDL was having the objects to have a 3d position, and just render them at (x, y+z). But in Unity I can’t seem to find how to override the draw position of an object without affecting its logical position too. I don’t want to use a perspective camera, except there’s some way to avoid the scaling without doing it by code on every sprite. Has anyone had this kind of thing working?