Been looking hard all around for a way to get vertical movement on a 2D plane, IE; walking behind / jumping onto elevated floor (Noting that the flat-feetbox and floor are the only parts that need to be tracked) -- but I can't find anything and my two questions last month were fortuneless!

Ideally the above would be accomplished with the least manual hitbox bruteforcing in engine (ideally via invisible coloured masks to bring with the texture), as I oughta make alotta of these rooms! I will spare the details of any further stuff for the sake of brevity, but please help if you have any clue on what to do!!

    kuligs2
    I do apologize if you're referring to the use of 2D sprites in a 3D enviroment as I'm against that for reasons unknown. However if you're talking about some way to use exclusively two-dimensional layering in a 3D enviroment, akin to a multiplane camera, then I would gladly inquire as to how to get that done!

      Ninjack_Aus f you're referring to the use of 2D sprites in a 3D enviroment as I'm against that for reasons unknown

      well then why dont you use maths to calculate position in 2d to emulate isometrics?

      If you dont know how, then easiest, cleanest way is to construct your game in 3d where everything can be positioned in 3d space and move in 3d space while having 2d sprites..

      Ninjack_Aus exclusively two-dimensional layering in a 3D enviroment, akin to a multiplane camera, then I would gladly inquire as to how to get that done!

      look up resident evil and alone in the dark, final fantasy, and pillars of eternity.
      there was a 2D background and the characters would move around an invisible 3D world. all you have to do is align the camera and background to the 3D plane.
      In your case since it's orthographic it should be easy, use 3D sprites and set them to billboard halo, and you can either render a 3D background or composite it in 2D in a viewport/canvaslayer.