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Why does it matter? Because the majority of GameObjects, models, and Unity components (most notably the Physics components) default to the assumption that the Up Vector is the Y vector. Contrast this with most 3D engines, and Unity specifically, which treat the X and Z vectors as map surface, and the Y as the Up Vector. This has a long history in isometrics being used primarily to depict 2D landscapes, and 2D coordinate systems naturally use X/Y mnemonics. The classic view of an isometric map has X and Y axis for the map surface, and Z as the Up Vector. (/end SEO) Tip #1: Use X/Z coordinates for landscaping
![unity3d 3d shape editor unity3d 3d shape editor](https://miro.medium.com/max/1400/0*AglgQQD3aQukiSJW.gif)
In this entry, I will explain how I implemented a flexible solution to controlling the camera, within the context of the Unit圓D 2019 engine. (shameless SEO paragraph) The orthographic camera is a staple of Isometric Gameplay Environment, such as both realtime (RTS) and especially turn based (TBS) strategy games. During the process of accomplishing some modest goals in isometric gameplay, I’ve taken notes on mistakes and oversights I made while rigging my first orthographic cameras.