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TIGSource ForumsDeveloperDesignHandling blind spots in isometric 3D
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Author Topic: Handling blind spots in isometric 3D  (Read 533 times)
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« on: July 09, 2019, 11:37:12 PM »

Is it frustrating to tell where everything is when playing isometric games?  How have the designers handled it?  I only ask because I haven't played a lot of them myself.
Josh Bossie
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« Reply #1 on: July 16, 2019, 08:16:08 PM »

What do you mean by blind spots? Like objects overlapping?

There's usually two solution - the first being little silhouettes when an object is hidden, and the other is some kind of rotating camera (at 90 degree angles)

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« Reply #2 on: August 29, 2019, 01:43:25 PM »

If you're using Unity and the LWRP it's pretty easy to manage those silhouettes Josh Bossie mentioned.

Brackeys made a tutorial may be useful to you:


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