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Using 2d Sprites in 3d
Hi,
I'm working on an isometric 2.5d game. Some of the assets are 3d, and some are 2d with frame by frame animation. Can someone share some tips? Any tutorials?
I'm looking for advice on how to deal with moving 2d characters for the player and enemies. How should I build a GameObject that uses 3d to move around, but doesn't rotate a 2d sprite?
Example - The player 2d Sprite can move freely around, but its 2d art always faces the camera, so when it's walking away from the camera, it displays animation of the character's back side walking, the same for all four directions.
The enemy's will use pathfinding AI and will also be 2d Sprites with walk cycles in 4 directions (really 3, left and right will just be flipped).
Can I just get away with Freezing Rotation on all axises in the Rigid body component? Or will this affect movement and AI?
Thanks!
I don't know of any tutorials, but my best guess would be to create the player as a 3D object, and then add a separate object with the sprite renderer and make sure it always faces the camera.
You can make a billboard.
Essentially, place your sprite onto a plane which always rotates to face the camera. It'll look very 'Duke3D'
Thanks guys! Do you think using a billboard is a better option than using a 2D Sprite?
Answer by glowe · Oct 24, 2015 at 01:39 PM
Hi, I noticed a while ago there wasn't anything that addressed this kind of thing in Unity, but lots of games have done this kind of thing for decades. Me and friend of mine came up with an asset to do this if you're still looking for a solution. You can use it rig up any 3D looking sprite based characters. The asset is called SpriteMan 3D. Let us know what you think if it looks interesting.
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