So I am attempting to create a top-down pixel-art RPG, however for the first mechanic to work, I would like the engine to be in 3D and simply use digicam trickery to make the sport seem like tile-based top-down 2D. That is principally the identical as what Enter the Gungeon did, and I do know there may be already a put up about tips on how to make an analogous setup in Unity. Nevertheless, I’ve had zero luck with getting it to work in Godot 4.3.
I am attempting to get assist from anyplace I can, so I assumed I would ask right here as properly.
That is what the setup appears like with none extra perspective manipulation.
I’ve tried two makes an attempt at fixing this, each with completely different issues. In each makes an attempt, the scene is in 3D, the digicam is a downward 45-degree angle orthographic digicam, as proven right here.
Try 1: I scaled the scene’s root Node3D by the sq. root of two within the Y and Z dimensions. This achieved the proper look with pixel-perfect visuals, however the physics weren’t affected by the Y and Z stretching, making issues just like the participant diagonal motion look visually flawed. This one occasion can simply be fastened, however this physics drawback would happen with every other physics-related object, and I must have correct physics for this sport.
Try 2: Somebody instructed utilizing a CanvasLayer and SubViewport that’s vertically stretched to repair the “squished tiles” drawback. Whereas this does preserve the proper physics and motion, it breaks the pixel-perfect visuals, which I additionally wish to preserve.
Any and all assistance on fixing this may be tremendously appreciated. I will even put you within the credit of the sport if/once I full it.