The difference really is which objects you use in your scene and which camera you use. You can mix both 2D and 3D things in the same scene. Let me try to list the differences when working with 2D and 3D:
- The camera . To get a 2D view of your world, you use a spelling camera. With such a camera, you will not see the โpromising effectโ of objects tapering as they move further from the camera. A cube viewed from one side with a spelling camera will be a square. The spelling camera does not care about the distance of objects from the camera (as long as they are in the clipping plane of the camera).
- Sprites vs Meshes . Usually you used 2D sprites in a 2D game attached to an object using the SpriteRenderer component. But you can also display 2D objects using textured quadrangles. In a 3D game, you should instead use the MeshRenderer component to display 3D grids. However, you can mix both types of content in the same scene and achieve, for example, a 2.5D effect.
- Physics2D vs Physics : Unity has two sets of physical tools: one for 3D and one for 2D. In a 2D game, it is easier to use 2D physical tools: (RigidBody2D, Collider2D, related classes for scripting). For 3D games, you should use 3D physics tools (RigidBody, Collider and corresponding script classes). Note that you cannot mix 2D physics with ordinary physics, i.e. You cannot make a ball with a CircleCollider2D bounce off the box with BoxCollider.
Does unit combine faster 2D projects than 3D?
As a rule, yes, each 2D sprite can be considered as a very simple flat three-dimensional object (a textured quadrangle with two triangles). It will display faster than a 3D symbol with thousands of triangles.
Is it possible to create 2D grids in 2D projects?
Sprites are what you usually use for 2D; these are just rectangular pictures. The grid is a three-dimensional structure. You can import a flat grid and orient it correctly in the scene so that it looks 2D.
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