Godot Version
4.2.1
Question
Hey all! I’m making a 3D pixel art game, using the techniques in games like Enter the Gungeon. After a lot of reading, I found that they use an orthographic camera, and then they scale all the assets on the y and z axis by sqrt(2). I’ve scaled everything on my main 3D node, and it looks really nice, but now, obviously, everything is scaled, and the physics act weird / all the nodes move around at runtime. Is there a way to just scale it from the camera so the physics aren’t effected?
Here is a link to the thread where the dev explains how to do it. Instead of the camera, they tilt the whole game world by 45 degrees and scale just the world (not actors), which would really mess the physics up imo, don’t know how they pulled that off. I’ve been keeping the camera at 45 degrees and scaling everything, though I’m open to try other things.