New answers tagged isometric
Changing your camera, like the other fellows said, is probably the best, but if you still need the Camera to have perspective projection, you can use LookAt(), like this: 3dGameObject.transform.LookAt(camera.transform); Basically it makes your game object to rotate in order to look at something. Take a look at the documentation for more information on ...
First off, you probably want to switch your camera to orthographic, so that you don't get perspective distortion in the image. Then I wouldn't put the image on the ground like that, but rather a plane perpendicular to and linked to the camera. Then rather than rotating the player around, I'd be orienting the camera so that the player looks correct. The ...
You can tell Unity3D to use isometric rendering in the camera settings. Secondly, you dont use isometrical graphics on a plane, you just build the world in 2D/3D and let the camera make it isometric. I know this isnt a direct answer about rotation, but if you use my approach, your problem is solved. :-) I quickly did a Google search on the topic and found ...
As @Sam points out, this is essentially all about trig. tan(angle) = opp/adj implies that if you know the angle and either the width or the height, you can find the other dimension. For example, by rearranging: opp = adj * arctan(angle).
Generally for isometric games, you have to constantly be switching the draw order of images based on their respective tile's y-position (in a game where you have objects all at the same 'z' index, ie not have characters that can jump up to higher levels and such). This means do a sort on the y-position of every tile image (consider storing all the tiles in ...
The centre of the screen is x_pos:0 y_pos:0. As you draw the tiles, y positive is 'upwards' on the screen. So the code is now functioning correctly, but your perception of the tile positions is horizontally mirrored.
Top 50 recent answers are included