This section covers the basic differences between 2D and 3D editing modes in the engine.
Overview
As prototype projects were being developed with the Zilch Engine, a shift was made to have strong 2D support. The engine features several 2D support elements, such as the ability to: set the Physics to 2D, change the camera to orthographic, and use a special sorting mode for sprites. 2D mode is a setting that activates all these features by default. Settings that 2D Mode changes on project startup:
- Default camera in the level is orthographic with Z depth based sprite sorting
- Level is created with 2D physics
- Linear forces applied on the Z axis will not be integrated on objects.
- During Collision Resolution angular forces will only be applied on the Z axis
- Editor Camera is changed to orthographic and set into Z plane mode
NOTE: In 2D Mode, objects can still have their Z Translation set to a value other than zero.
Can I change my 2D project to 3D?
The setting is just defaults, so you can change any setting back. You can also use the Command : Mode3D/Mode2D. You can also click the buttos in the top left corner of the name=Level Window, icon=window-restore
.
(NOTE)Physics when switching to 3D mode: Keep in mind that the PhysicsSpace will not change mode when you use the Mode2D
or Mode3D
command. These commands are intended to help with editing not change the foundation of a project.
Collision
The engine and collision detection are still 3D. This z dimension is a nice way of creating complex layers of collision. You can have objects span multiple layers of collision or jump forward and back between layers, they just won't translate on the Z axis.