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Top Down Shooter: Unity 2d vs Unity 3d

Discussion in '2D' started by ogsaa, Jul 19, 2015.

  1. ogsaa

    ogsaa

    Joined:
    Jul 18, 2015
    Posts:
    5
    I'm trying out Unity 2D for the first time. My main interest in using it is for the pathfinding, obstacle avoidance, etc. I was looking around for tutorials on creating nav meshes for pathfinding, and came across this forum post:

    http://forum.unity3d.com/threads/can-2d-games-use-the-navigation-mesh.211506/

    Quoting the post:

    > It seems that the navigation mesh is bound to the x-z axis while the new 2d physics and rendering is performed on the x-y axis. Are they completely incompatible?

    It seems that Unity 2D can't use nav meshes? That post linked to this request:

    http://feedback.unity3d.com/suggestions/make-2d-work-with-navmesh-and-terrain

    So:

    1. What's the difference between Unity 3D and Unity 2D when creating a top-down shooter?
    2. Can I just as easily make my game from scratch in 3D?
    3. What are the things that I'd have to account for that I wouldn't have to when using Unity2D?
    4. Should I consider XZ the "ground", or XY? Does it actually matter (for things like pathfinding, physics, etc.)?
     
    Last edited: Jul 19, 2015
  2. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

    Joined:
    Jul 19, 2006
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    32,401
    There's no actual "Unity 2D" as such. The 2D physics engine is on the X/Y plane only, so no, it won't work with the built-in navmesh feature, but everything else in Unity is 3D. (Including sprites...you can rotate them so they're aligned with the X/Z plane if you want.) There's nothing that says you're forced to use the built-in navmesh, though, but there's nothing that says you can't use 3D physics with sprites, either.

    --Eric
     
    ogsaa likes this.
  3. ogsaa

    ogsaa

    Joined:
    Jul 18, 2015
    Posts:
    5
    Thanks for your reply, Eric.

    I'd really like to stick with Unity's built-in features, so it sounds as if I'll be using 3D. My edit was quite recent, but do you know about my fourth question?
     
  4. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

    Joined:
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    "Ground" has to be X/Z if you're using navmesh or the terrain, and as mentioned Box2D physics is X/Y only, but other than that it's arbitrary.

    --Eric
     
    ogsaa likes this.
  5. ogsaa

    ogsaa

    Joined:
    Jul 18, 2015
    Posts:
    5
    Thanks!