I am creating a 2.5D beat’em up like River City Girls. What I do to give the illusion of depth is place an Orhographic camera in an angle looking down on the scene. The sprites move in 3D space and have 3D colliders. Due to the weird 2.5D perspective of beat em ups the colliders on the sprites have to ideally be wide on the X axis and really thin on the Z axis. Having a box collider makes it possible to achieve that shape. The issue is that navigation is calculated in “circular” shapes. That way when I give an agent the needed radius to cover the X axis then the Z axis gets the same width resulting in agents staying really far away from walls or obstacles on the Z axis. How would someone tackle this issue? Is it possible to have different agent shapes except from cylinder?
Hi
Hmm, you might be able to do something with the grid’s aspect ratio. If you change the grid shape to Advanced, there’s an aspect ratio field. If you change it to something like 0.2, you’ll get something like this:
It will work best if you rely on erosion to add padding around obstacles, instead of the collision check. This is because erosion works on nodes, while the collision check uses world space.