Sorry to revive this after so very , very long, but I don't recall there being a rule against necroposting and it seems like a shame to throw away a perfectly good discussion.
I've been looking deeper into making a 2.5D game. The commentary I've heard often suggests that's it's better to use Godot's 3D systems with billboarded 2D sprites. Solutions like this: https://www.gdquest.com/tutorial/godot/3d/2.5d-tips/
Objections to using the 2D engine include lack of support from the physics engine. Even if you could design a typical solution, like making heightmaps to extrude your 2D shapes into the Z axis, it isn't obvious how these would be integrated into Godot's existing physics engine. You could move objects, ask the physics engine what 2D geometry intersects , then check the heightmaps yourself and pull the objects apart if necessary, but at this point, but you're rewriting half the physics engine, which isn't why we use Godot.
However, it seems to me that if you work with pixel art in 3D, you'll end up having to design a bunch of custom 3D rendering stuff to make sure your 2D art is snapping to the actual pixels of your viewport, not distorted by whatever geometry is used to represent it, and rendered at the correct depth independent of the geometry used to represent it.
Does anyone have any insights into how to solve these problems?
What would it take to render pixel art to a 2D viewport, have 3D physics engine running in a separate environment (not drawn) and have the two communicate as necessary, what would that look entail?