How to use
If you have not done it yet, Import 2.5D Toolkit. You can initialize it in two different ways.
- Create a new scene and click [MainMenu/Tools/VB Game Studio/Start 2.5D Toolkit]
- Click on [MainMenu/Tools/VB Game Studio/Reset 2.5D Toolkit/Reset and create a new scene].
- Note: this option will not ask you to save the previous scene. All work will be lost.
The GameObject VB25dTK with VBAreaTK as child will be created in the Hierarchy. A new 2.5d Toolkit window will be created. Dock it near the Inspector.
Save scene. Scene name is required as 2.5D Toolkit will use a folder with this name to save some data.
Place side by side Scene View and Game View and enable Gizmos in Game View.
Show Navigation from [MainMenu/Window/AI]. If it is not visible you will have to load it with Package Manager. It is advisable to use Navigation (obsolete).
The background image to use with the background camera can be either a 2D Texture or a 2D sprite.
Objects can be 3D or 2D sprites. All sprites must be set as below: select them one by one in the Project folders and in the Inspector change Texture Type field from Default to Sprite (2D and UI), Sprite Mode: Single, Pivot: Bottom, Read/Write: checked (see the settings of the sprites provided in the demos). Apply change.
All objects in the scene, 2D and 3D, are set when they are first initialized. See the To Know chapter for important notes.
To set up your scene, the character only needs to have two components: Animator and NavMesh Agent (see the settings of the character provided in the demos). You will be able to restore your components once the scene is ready.
You cannot have more than one character in the scene. Obviously after exporting the scene you can use all the characters you want.
Main settings to start work
As soon as you create a new scene you will need to set up your new work.
Save the scene.
Drag the Main Camera from the Hierarchy into its field.
You can change the text color by 2.5dTK and define the PPUs you want to work with. Note that changing the PPUs will reset the current work. Both the background image and the sprites you will use in the scene will be set according to this parameter.
Note: Starting from version 3.1, the Multi-Level scene option has been added to this section. Activate it to draw areas on different level. Visit this manual page to learn how to use it.
Now you need to set the camera projection type. In orthographic projection you can choose whether to work on XZ or XY axes.
Set work type. You can choose to work with 2.5d environment (by default), Tilemap and Simple Mesh.
According to your choice different settings will be shown.
The Simple Mesh option allows for the use of the background camera or freehand drawing.
Choose the PPUs you intend to work with. From now on the sprites will be created with these PPUs.
According to the initial configuration chosen, the Camera Background field will appear. Drag your background image from the project folder. It can be either a 2D Texture or a 2D sprite.
A popup will warn you to set the correct resolution in Game View. The camera distance/size will be set automatically according to the image size. This way any sprites cropped from this image won’t have to be scaled.
The Character field will appear. You can decide whether or not to use it in setting up your scene. However, it is strongly recommended because it will allow you to test your scene well. You can enter it at any time. Two scripts, ObjControl and CharCtrl25dTKPersp or CharCtrl25dTKOrtho, will be added to it. If you want to use the example script provided with 2.5dTK to move the character it should have only two components: Animator and NavMesh Agent (see the settings of the character provided in the demos). You will be able to restore your components once the scene is ready.
If you need to reset your scene and start from scratch click the Start over button below the character field.
Orthographic or perspective projection?
This is what you need to know to make your choice:
Perspective projection will require more work, but you won’t be able to avoid using it if you intend to create multi-level environments. Furthermore, it allows you to use the Metro tool, which is not available in orthographic projection.
The difficulties you will encounter can be summarized in a few lines:
In perspective projection, if you need to rotate the camera, you will need to keep a low FOV, to avoid the character being distorted to the sides of the screen. This will force you to do extra work, as you will need to find the right settings that allow you to achieve the ideal character scaling for your environment. By modifying the height of the camera the measurements of the area will increase or decrease while maintaining its proportions. This means that the character will take more or less time to travel along it, taking more or fewer steps.
In orthographic projection, since you cannot use the meter, you will have to rely mainly on the number of steps the character takes to cover a given route, but you will not have to worry about its scaling. With the Character resizing tool provided with 2.5d ToolKit, you will define the size of the character at the closest point and the farthest point, and that’s all you need to do. The camera height cannot be changed and the area size can only be altered by rotating the camera.
Check out the different demos and the steps required to create your environmentin in both perspective and orthographic projection, and then make your choice. Keep in mind that some background images may be better suited to one projection than another.