Using 2D graphics in a isometric gameview

I’m thinking that since my game will be in an isomeric view, it would be easier to make the game objects in 2D instead of making 3D models? But then I also predict problems when the avatar is walking in-front/behind my 2D objects?

Does anyone have experience in using 2D graphics (instead of 3D objects) in a isometric game?

planes set to always face the camera on the Y axis with your textures on them, and regular colliders, it shouldn’t pose a problem at all. It would remain 3D along with all the benefits, but look 2D to the end user.

Thanks for you answer, but my problem seem a bit different…
I was actually planing to make a game with a fixed camera to isometric view and a tile/grid-based navigation on a plane/terrain. So that I would not need to make collision boxes.
Then I want to do is use 2D graphics (planes) in this 3D/isometric world - meaning there will be some part of the 2D graphic (plane) that is textured(showing a object in isometric) and then also some part is alpha. This then raises the issue; when my avatar is in front of the 2D plane - everything is ok. But when the avatar is getting behind the plane (but still should be in front of the object) - the avatar might be behind the texture(object drawn on the plane).

Anyone has a solution? or should I just not do the graphics in 2D? :]

The outlined cubes are 2D graphic the others are made in Unity and are 3D cubes.