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Question by impurekind · Aug 13, 2019 at 12:21 PM · 2d gamevrsprites3ds

Is it possible to make a 2D Unity game that's viewable in stereoscopic 3D in VR?

I'm thinking of something along the lines of the Sega 3D Classics range where the games are traditional 2D sprite/tile-based games but can now be viewed in stereoscopic 3D on the 3DS, which I'd like to be able to do but so you can view my game like that directly on a VR headset.

If it's possible, any suggestions on how to go about doing this?

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Answer by sacredgeometry · Aug 13, 2019 at 12:47 PM

That depends on what you mean by 2D. If you are doing a pure 2D game you would have to create assets at offset perspectives to give it the appearance of "3D" and at that point why not make it 3D/2.5D anyway.

So if its either 2.5D or 3D you will be mixing 2D assets in a 3D space or 3D assets in a 3D space so yes you can use multiple cameras.

The 2.5D implementation may break the illusion somewhat though.

Also I am not familiar with the 3D Classics I would assume the 3D part just works with the parallax right? In effect working like a multi plane camera with a limited range of movement.

https://www.youtube.com/watch?v=YdHTlUGN1zw

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avatar image impurekind · Aug 13, 2019 at 01:18 PM 1
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Yeah, the Disney example you provided is basically the same thing as the parallax in the 2D games.

So if I can use 2D art but put it on layers in 3D space then that would do too--but I don't want the player to be able to look around the side/back of the pixel are and break the illusion, which is what I presume would be the case if I make a 2.5D/3D game for the effect, especially when viewed in VR.

So how would I do that with sprite art and avoid the issue mentioned?

Here's some footage of the Sega 3D Classics, but it's obviously impossible to get a sense of the stereoscopic 3D unless you're actually playing on a device capable of displaying as such:

https://www.youtube.com/watch?v=HY2w0UrLWgw

And here would be a great example of it working with an actual 2D but stereoscopic 3D game (in this case Wario Land for the Virtual Boy) as viewed on an Oculus Rift:

https://www.youtube.com/watch?v=6NlhTcWLumw

avatar image sacredgeometry impurekind · Aug 13, 2019 at 01:48 PM 0
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I would do it as you would do it in real life. Fix the camera position and only let it rotate or move yourself far enough away from the viewport where it's not going to cause any problems.

Imagine sitting and looking through a window. $$anonymous$$ove your head and notice that the range of movement you have still allows you to have a parallax effect but doesnt allow you to move around enough to break the effect.

Work within those tolerances and you should be fine.

The further away things are from the camera/ your eyes the more them move when you move your head so its only going to matter for things really close to your face. Which I assume isn't going to be much.

avatar image impurekind sacredgeometry · Aug 13, 2019 at 02:00 PM 0
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How would I go about doing this when there isn't really a boundary to the view inside VR, as in the edge of a screen. On an actual 2D game the screen edge would stop any visuals going beyond it, and that means you can scroll different layers and different speeds and the like without it showing anything weird to the viewer, so how would I basically make it look like everything is inside a fixed view area like the screen rectangle while still being stereoscopic 3D and viewable in VR (where you can move your head around)? Like in the Virtual Boy Wario Land as viewed on an Oculus Rift example: https://www.youtube.com/watch?v=6NlhTcWLumw

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avatar image sacredgeometry · Aug 13, 2019 at 02:41 PM 1
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@impurekind

p.s.

Another example.

https://www.youtube.com/watch?v=cuQao3hE$$anonymous$$fs

avatar image impurekind sacredgeometry · Aug 13, 2019 at 08:24 PM 1
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Cool, I'll have a look at that.

Edit: Checked it out and could be what I'm after. I'll maybe even ask if he could do a specific tutorial for what I'm after, which would help me no end.

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