Obstacle avoidance with 2.5D game
I'm struggling in my game to achieve something like this:
To do so I decided to have a 3D environment with an Orthographic camera. It all looks as I wanted.
I have set up a plane. My sprites have a 3dCollider and a rigidbody as I want them to be affected by physics.
I move the sprites using RigidBody.MovePosition.
And I'm struggling to make the sprites avoid each other and other obstacles in the field. I've tried a few scripts that intend to do something like this, but I think they are not suitable from what I am doing as after adapting them they don't work.
Can somebody give me some guidance on a simple way to do this? I don't want to use a a* path finding system as I think it's too complex to what I want to do, but if I have to use one I will... I just need some guidance on this...
one easy approach is using Unity's Nav$$anonymous$$esh. it's setup pretty fast. It's using a* under the hood
Answer by AMU4u · Feb 25, 2017 at 05:06 PM
You are asking for serious trouble doing it with 3d like that.
I would do 2d box colliders on a plane with a navmeshagent on each. That looks exactly how they did it in the video.
Animate the characters with a simple blend tree like here
wouldn't 2d box colliders collide on 2d and not in 3d? the 2d collider has no depth as far as I know.
Answer by Hylands · Apr 14, 2019 at 04:19 PM
Did you find a solution to this? As I am also stuck with a very similar project. (Mine is more like Paper Mario)
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