Help with jumping in isometric perspective (2d)?
I've looked at about a thousand pages so far but I'm too much of a beginner coder to understand any of the answers. (as in, not really a coder at all... Still a baby beginner. I use visual scripting tools to help me.)
So the problem is really a 2 part one: how to implement jumping without any form of gravity, and how to allow a character to jump on top of an object in 2d space without automatically rendering behind it (or on top of the edge of it).
Currently, my best attempt at jumping look stilted and "off", because I'm merely translating the sprite around. It doesn't look natural in the least, or smooth like a rigidbody affected by force and gravity should. If I do use gravity, it falls to below the screen and is never seen again. So that's not really an option.I think if nothing else works for the first problem (jumping without gravity), I could turn the view into a 3d isometric view with an orthographic camera, and force all the sprites to face the camera. That way I could use the gravity of the 3d world as normal. But my problem with this idea is the colliders-- since all the 2d art would be drawn with an isometric view, wouldn't box colliders naturally be much bigger than they need to be? Also wouldn't 3d box colliders be at least 3 times as expensive as 2d, performance wise?
As far as the second part, jumping onto objects, even if I did manage to implement proper jumping, I can't figure out a way for it to render the draw order properly. I DO have it drawing properly as long as everything is considered on the "floor", the player's sprite shows up in front of objects and disappears behind them just the way it should. But if it were to jump onto say, a platform, I can't figure out how to 1) make the sprite show up in front of it no matter what it's Y position is; and 2) how to make it stay on the platform, and if it gets to the edge, make it fall back to its previous "height" (in 2d space).
If anyone can help me out on this I'd REALLY appreciate it!!! Thanks in advance :)