tricky 3D question

Hi

I have a 3D ball in the middle of the lower 3D Quad. then the ball should jump to the quad above him. But how to handle that? The ball will jump but it will be inside the higher quad. I like to have that the ball is in front of the quad but then the ball should lands in the middle. I attached a picture. With a full orthographic cam this will be possible but with 3D ? Is there any possibility?

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You could use the Z axis so that before jumping, the ball would in front of the quad and once the ball is in the air, just “move it forward” so that it gets at the same depth than the quad.

but that movement of the ball will be recognized and look cheap i think

You could put the upper boxes on a different layer and render them with a second camera, that only sees the layer of those boxes.

ok… is a second camera decreasing performance? But how to handle that the circle will land on the higher quad(with collision)?

No, a second camera is not decreasing performance… its only a way to define what is rendered when.

As the objects are present in 3D space (only not visible to all cameras) there should be no problem with your collission.

ok thanks i will try it… but when he jumps above the quad there should be no collision and when he fall from his jump there should be a colission. How to handle that?

You could start with the colliders of the boxes switched off, then check the height of the ball and if it jumps higher than those boxes the colliders get and stay active. Thats one possibility, i can imagine.