# How can I set up a 3D camera for a top-down game like Enter the Gungeon?

DodgeRollGames, the developers of Enter the Gungeon, tweeted that the game was in fact made in 3D

They tried to explain how they set their camera in this reddit post. Basically what they said was :

so the walls are tilted 45 degrees toward the camera, and the floors are tilted 45 degrees away from the camera, meaning that each should experience sqrt(2) distortion because of the additional length along the z-axis. However, the vertical (y-axis) floor length shouldn't be perceptually changed.

The camera is not tilted at all.

Camera: 0 degree tilt.

Walls: +45 degrees tilt.

Floor: -45 degrees tilt.

My question is : What do they mean by "However, the vertical (y-axis) floor length shouldn't be perceptually changed". If I tilt the walls and floors by 45 degrees and -45 degrees as said, the sqrt(2) distorted walls (the walls have Z depth and are perpendicular to the ground) line up nicely, but the ground gets distorted (obviously). So I distort the ground tiles by sqrt(2) but this essentially stretches the ground by 40% so every vertical movement now has to be increased by 40%.

Can somebody explain what's going on? Any help would be highly appreciated.

Now as for the stretching issue, the easiest way to understand might be to look at this for yourself in Unity. Set up a test scene with a plane perpendicular to an orthographic camera, and some textured cubes for walls. As you rotate the camera, the walls will become distorted. You need to figure out how to un-distort them. They appear shorter so you need to stretch the height. sqrt(2) is the amount referenced because that's the length of the diagonal (i.e. 45 degrees) of a 1x1 square. So a wall at 0 or 90 degrees in relation to the camera would be our reference point for the wall's size, in other words wallsize * 1. Stretching the height of the quad by 1.4142... should therefore appear to be the correct height.