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So I finally found a method on some Github repository (I can't find the link again), and this one actually works. It doesn't use matrices and it doesn't to measure the screen or any of that crap. private Vector3 worldToIso(Vector3 point, int tileWidth, int tileHeight) { gameCamera.unproject(point); point.x /= tileWidth; point.y = (point.y - ...


3D objects still have an X and Z coordinate. The only thing you have to do to make it isometric in 3D settings is to ensure the Y value for all the tile objects are the same. Generally we set this to 0. Put your camera wherever you like the angle, and voila! I hope this clears things up.

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