I am quite new to game development, and I am trying to create a top-down game with 2D sprites, but with a 3D feel to it. I managed to do so with the 2D engine by setting Transparency Sort Mode
to Custom Axis
with the axis values set to (X=0,Y=1,Z=0)
. I then moved the pivot of GameObjects to bottom-center and used the pivot as sorting point for the sprites. I am now trying to create the environment, but my character 'clips' against the Box Colliders, even though I did all I could think of to align them (same pivot coordinates, same collider offset and size). See the attached GIF for an example:
I think that the cause is mentioned here, but there are no solutions mentioned there. My two solutions:
- Remove the colliders, group the objects in a parent object, and add the collider there. But then I would get the same issue if I place two of those instances next to each other.
- I am still pondering to drop this approach altogether and try the same in the 3D engine, but with a fixed camera angle. I lack experience to estimate if that would be a better approach, so if someone thinks that approach would be better suited to this game style, I am happy to hear it.
Can anyone give me advice on this issue, or point me towards resources that might be useful?
Thanks in advance,
Florian
Some pictures of the settings I used:
CompositeCollider2D
to the parent, and check 'Used by Composite' on the children'sBoxCollider2D
's. This did not solve the issue. Should I tweak any other settings for that to work? Also; you mention 'between tiles'. Not sure if it matters, but maybe good to add that although the floor is aTileMap
in aGrid
, myGameObjects
are not aligned to a grid. \$\endgroup\$