To know

First of all

Enable Gizmos in Game View

Mouse functions

Note: to draw, you do not need to hold down left mouse button.

Creating areas

  • Left click
    • Drawing: insert a new vertex.
    • Over spot (vertex): select to move
  • Right click
    • Drawing: show/hide tracking line.
    • Over area edge: insert a new vertex.
  • Middle click
    • Drawing: remove last inserted vertex, if area is closed it will be removed.
    • Over spot (vertex): remove spot.
  • Double click
    • Over area edge: select area.

Creating environment

  • Left click
    • [Tab Scene]: (with meter setting enabled) Over area edge: show / hide length.
    • [Tab Objects]: move object.
  • Right click
    • [Tab Scene]: move Character.
    • [Tab Objects]: move Character.

Initialize GameObjects in scene

To initialize the objects they must be dragged into their fields from the Project folders. This is because they will be adapted to the needs of 2.5dTK.

For the sprites, a parent empty gameobject will be created with a Sphere Collider and the ObjectControl script, needed to manage it with the 25dTK tools.

Two scripts, ObjControl and CharCtrl, will instead be added to the character.

Once created and set up, to manage them they will have to be dragged from the Hierarchy into their fields. By dragging the same object from the Project folders we will obtain copies that are all independent of each other.

Create mesh

To create mesh drag VBAreaTK (child of 2.5dTK) into the Area field and click Create mesh. The bottom option Don’t destroy on save lets you decide whether to keep the mesh in your scene or not. You will find the mesh in 2.5dTK/Resources.

Note: Dragging the main VBAreaTK will result in a single merged mesh consisting of all areas drawn but you can also create individual meshes from each area.

Multi-level environment

You can create very complex environments by assembling planes in Scene View (see Multi-level environment chapter).

In the Options section you will find the Use planes item in Scene View. By enabling it you will be able to draw your areas on different levels represented by planes. Keep in mind that many features of the 2.5d Toolkit will not be available. Objects will need to be placed directly in Scene View.



  • For all 2D images cropped from background image: select them one by one in Project folders and in Inspector change Texture Type field from Default to Sprite (2D and UI). Check Read/Write enabled. Apply change (see the settings of the sprites provided in the demos).
  • All 2D and 3D objects can be moved away from the floor by setting the Y value (e.g. if you want to hang a picture on the wall or place an object on a table). 
  • After placing an object remember to click Empty Object  or you may unintentionally move it by clicking in the scene.


  • A 2.5D environment generally does not require a high FOV. Moreover, many images will need camera rotation which with a high FOV will contribute to character distortion on the screen sides.
  • To reduce the depth of the scene, increase the rotation of the camera (taking into account the environment where the character moves.


  • In perspective projection use the meter function combined with the number of steps suggested by the script to get a realistic environment. Example: One step generally covers 65/80 centimeters. The character travels a distance of 10 meters with 15 steps. We divide 10 by 0.70 and we get around 14. It is fine. If the difference is minimal we can slightly adjust speed that will change steps number but if the difference is excessive we must consider reshaping the scene.

Areas / Mesh

  • When creating areas make sure vertex or edge of one does not touch those of another area.
Author: vbgamestudio