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Question by kaelhighriver · Jun 09, 2019 at 10:13 PM · rigidbodyterrainvector3rigidbody2dvector2

Terrain and Rigidbody2D incompatible for XZ Topdown?,Using RigidBody2D and Terrain incompatible in top-down game?

Hi, I'm new.

I'm using Unity3d's terrain as the basis for an otherwise 2D, top-down game.

However, whilst Terrain appears to be restricted to the XZ plane, RigidBody2D for collision detection and Vector2D for movement appear to be restricted to the XY plane.

Ideally I'd have liked to just rotate the terrain to the XY plane and continue, and there are supposedly Editor Scripts to do this, but it's meant to be terrible for optimization purposes and in general a bad idea.

Alternatively, I could recode everything to be RigidBody3D and Vector3 (easier, but still a pain in the ass), and just ignore everything happening in the Y plane, but this also seems inefficient and messy, and I'm unsure if physics interactions are likely to bounce the objects into the Y plane.

Is there really no way to reconcile the two? Am I going to be forced to use 3D physics for purely 2D interactions? Why in the world isn't it possible to change the plane that 2D physics works on, in the first place?

Thanks!

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avatar image kaelhighriver · Jun 09, 2019 at 06:29 PM 0
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Accidentally doubled up 2 different titles I had for this, oops.

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