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Orthographic projection can be done in advance, making it simply a 2d game with a tileset constructed either: from a 3d model with orthographic projection on (in blender you can set this in the camera's object data properties window), or by manually drawing the pixels. This way you bypass the need for projecting at runtime, which will make the game ...


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Yes, Unity contains physics OverlapSphere function. This requires the objects have colliders, but does not require rigid bodies. The performance of this is hard to judge until you actually use it in your implementation. If you run into performance issues, I would suggest however you implement some kind of quad/octree as suggested in this related question. ...



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