

The highlighted camera is set up as an orthographic camera, one of two camera modes in Unity. I have the camera highlighted so you can see an outline of the camera’s viewing area, but note that it looks out into space as a rectangle shape.įigure 1 2D Mode Selected-Camera Has Focusįigure 2 2D Mode Not Selected-Camera Has Focus Figure 1 and Figure 2 show the 2D mode selected and not selected.

A 2D game in Unity is really still a 3D environment your work is just constrained to the X and Y axes. You can click it at any time to pop in and out of 2D working mode. This really just provides a helper button that fixes you to two axes during scene development, but has no effect in your actual game. (I’ll cover this in the next section.) Also, the scene view defaults to 2D mode. When you do, project defaults are set to 2D (viewed under Edit | Project Settings | Editor) and any images imported into your project are brought in as sprites as opposed to just textures. To get 2D support in Unity, when creating a new project you select 2D from the dropdown in the new project dialog. That’s some of what Unity 4.3 brings to the table and in this article, I’ll discuss more of its features while developing a basic 2D platformer game to learn some essential Unity concepts. What I want is to just drag and drop an image into my scene and have it appear and work as I’d expect via a drag/drop interface. You could do 2D in Unity before 4.3, but the process was quite painful without a third-party toolkit. In this article, I’m going to explore 2D in Unity, which builds upon the 2D support Unity added in version 4.3. In the first article, I covered some Unity basics and architecture. Volume 29 Number 9 Unity : Developing Your First Game with Unity and C#, Part 2
