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? :]