Enemy To 2D

Andrew Lengen
1 min readMay 27, 2021

Let’s get to converting our villain to 2D by selecting him in our Project > Prefabs folder, then in the Inspector we want to select Open Prefab

From here, you should see this in your Inspector!

Let us remove the Mesh Filter, Mesh Renderer, Rigidbody and Box Collider. Why? We need to convert this to a Sprite, and give it 2D elements. You should only be left with the Transform, and (Enemy) Script.

Enemy is now (fresh), we can continue our conversion by selecting [Add Component] and adding a Sprite Renderer.

In the Sprite Renderer, we’re going to want to add a Sprite to the Renderer: go into your “Sprites” folder in the “Project” tab and drag/assign your Sprite to it and adjust your Sorting Layer to Foreground: layers!

If you run the game, there are zero collisions because the enemy doesn’t have one as it originally did. So, our next component to add is a Rigidbody 2D in which we want to ((remove)) gravity by reducing “Gravity Scale” to “0”. With that, we want to add a Box Collider 2D and similarly to the original Box Collider set “Is Trigger” to true by checking it ((Add Box Collider 2D to the Player as well))

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Andrew Lengen

If ambition and practicality amalgamated, it would be me! I am here to climb the mountains of my ambition and catalog my journey so that someone can be changed!