How do I avoid clipping with the billboard behaviour

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  • I've been trying out some isometric 3D stuff, playing with the new billboard behaviour. I've found that, since the sprite is angled towards the camera, it clips halfway through 3D objects when it's close to them.

    Is it possible to fix this? I've looked into ways to render the sprite on top of walls, but I still would like it to appear below objects in front of it.

    Video for reference:

    drive.google.com/file/d/1ExKuLQPnWl7NZ9_93pIuuv72j0NzG8tW/view

  • Hello.

    If you have the camera at an angle to the cube and the billboard is perpendicular to the camera, of course they will intersect.

    Try like in the example the second pig from the left. Turn off the billboard and add a 270 degree X rotation to the sprite.

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  • If you have the camera at an angle to the cube and the billboard is perpendicular to the camera, of course they will intersect.

    Hi Igor. I'm not confused as to why this is happening, just interested in what the workarounds are, as this is an extremely common use case for billboarding.

    The perspective on the second pig from the right is warped, which would be a shame - especially if the sprite uses pixel art. Are you suggesting that true billboarding where the sprite is dynamically rendered above the objects behind it is not possible in Construct?

  • I mean if the tilted object is approaching a straight one, it will still pass through it.

    I see two ways to get rid of this.

    - use the player sprite as a straight one and you can do this by flipping it or placing the sprite on one of the cube faces. But you say that this will distort the graphics and the pixels will float.

    - Do as in all 3D games, so that the player does not pass through the textures, place your object sprite with a billboard in the middle of the capsule and in our case a collision square, which will have such a size to compensate for the camera tilt.

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