stage_25d
2D game in a real 3D world (on the camera_2d object): side-scrolling 2D gameplay on its plane, drawn into a lit 3D scene (meshes, lights, rain, water) through a perspective camera that follows the 2D camera; sprites are cards lit by the scene's lights. Build the 3D world in metres behind the play plane; units_per_metre maps 2D units to it.
In scene text
stage_25d { units_per_metre 1 plane_z 1 distance 1 }Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.
Fields 11
| Field | Type | Unit / range | What it does |
|---|---|---|---|
units_per_metre | number | 1 … 10000 | 2D units per metre of the 3D world. |
plane_z | number | m, -100000 … 100000 | The play plane's z in the 3D world. |
distance | number | m, 0.5 … 1000 | Camera distance in front of the plane. |
height | number | m, -1000 … 1000 | Camera height above the 2D camera's middle. |
look_height | number | m, -1000 … 1000 | Height above the 2D camera's middle it looks at. |
fov | number | deg, 5 … 120 | Vertical field of view. |
yaw | number | deg, -80 … 80 | Side angle (positive swings right). |
sprite_light | true / false | — | Sprites take the scene's lights (colour and an edge light from the brightest). |
ambient | number | 0 … 2 | Sprite brightness with no light near. |
light_gain | number | 0 … 20 | How strongly lights brighten sprites. |
backdrops | true / false | — | Draw the 2D backdrops too (off: the 3D world is the background). |
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us