Hi everyone. I realise this is partly a Unity-specific problem, but after a lot of searching I haven’t found a solution, so I’m asking here.
I’m making a 2.5-D game. The player, enemies and some other elements are Spine skeletons, while many props and decorations are simple quads with sprite textures so they can sit in 3-D space and cast/receive shadows.
Here’s the issue: the main character’s skeleton is positioned so that Spine’s origin (0, 0) is at the feet, resting exactly on the Unity ground plane. When the character attacks toward the camera (facing “down” on screen), the sword-wielding arm dips below Spine’s 0, 0 because of the perspective tilt. In Unity this means the lower part of the sprite clips into the ground mesh and appears “cut off”.
What I need is a way to have the Spine character render just a little after the ground plane so the weapon and arm aren’t clipped, but still allow the character to go behind ground pieces that are actually higher than the feet (e.g. slopes, steps, raised platforms).
Thank you for your help, I hope you can help me finding a solution to this problem which is driving me crazy haha.