The Space Dome in all it’s 2.5D glory!

Howdy All!
I thought some of you might find it interesting to take a peek behind the curtain to see how our ‘2.5D’ scenes are set up in Unity. I put together a couple images of the new Dome scene showing the various components that allow our 3D Characters to walk around and interact with a 2D background.

The process starts with creating 3d path geometry that perfectly aligns with the 2D background art from the Camera’s POV. This path geometry is the physical ground that the 3D characters walk around on in 3D space.

The next step is creating polygonal ‘mask’ shapes that occlude the characters depending on where they are in 3D space, e.g., behind the rock or in front of it. The mask polygons are created by tracing the outline of objects in the 2D background art (rock, tree, etc) then positioning the polygons in 3D space, in front of the camera,and visually aligned with the background art. An ‘InvisibleMask’ material applied to these mask shapes occlude (hide) the 3d characters when they walk behind them while allowing the background art to show through- effectively acting as an ‘invisiblity cloak’ to the 3d character.

Lastly, we add a bunch of invisible 3D boxs with collider scripts for each and every interactive element represented in the 2D background artwork. These serve a couple purposes: Mainly, they are for detecting your mouse clickity-clicks within the scene. But they also serve as ‘LookAt’ and “WalkTo” targets for the characters. So when you the Player clicks on a item of interest, Ace turns to face that object in 3D space and/or walks to that location.

I hope this look at the technical side of scene creation was of interest.

Cheers!

-Mark

Comments

7 responses to “The Space Dome in all it’s 2.5D glory!”

  1. ohverture@gmail.com Avatar
    ohverture@gmail.com

    Actually yes, this was fascinating, as someone looking to explore the Unity engine, cheers.

  2. Wolfmoss Avatar
    Wolfmoss

    As another person learning Unity at the moment I likewise found this fascinating. I can understand how time consuming it must have been in getting this part of your engine functioning just right. The charm of traditional hand-drawn backgrounds combined with 3D characters and movement works well together. Thanks for the insight into your work!

  3. andychappell@hotmail.com Avatar
    andychappell@hotmail.com

    Looks great! Look forward to playing the game.

    Out of interest. Are you using Unity 5+ or still using 4.7?

    1. pcj Avatar

      Still on 4.7.

      1. rewcha Avatar
        rewcha

        So am I.

  4. BFX Avatar

    I’m going to use a similar setup for a project this year. The 2D multiplane architecture has a lot of flexibility that is yet to be explored

Leave a Reply

Your email address will not be published. Required fields are marked *