
either the X-Z (3D) or X-Y (2D top down) plane. This setting defines on which plane the player moves on, i.e. in the move detection settings of Move AIs). The Horizontal Plane setting can be found in Game > Game Settings, though other settings all across ORK Framework can optionally use their custom setup (e.g. For this, you need to set the Raycast Type to either Only 2D, First 2D or First 3D. you also need to use 2D raycasts or you wont be able to hit any game object. If you’re building a 2D game, you’ll usually use 2D colliders and 2D rigidbodies, i.e. Unity uses 2 different kinds of raycasts to find game objects in the scene – 2D and 3D raycasts. The Raycast Type handles how raycasting is done by ORK. This setting can be found in Game > Game Settings in the ORK Framework editor. There are some special settings you need to keep an eye on in 2D games. your horizontal plane will be on the X-Y axes instead of the X-Z axes – this basically means that you’ll move on X and Y instead of X and Z (and Y for height changes). There are some things to consider when dealing with 2D games – especially when you’re workgin in Unity’s 2D mode, i.e. Since ORK’s core functionality is being the background system for role-playing games, most of the settings you’ll do are the same for 2D and 3D games. While most tutorials here are based on a 3D RPG, you can use the same methods for 2D games. ORK Framework can also be used to create 2D games – learn what you need to consider when creating a 2D RPG.
