thedivergentai/godot-adapt-3d-to-2d
Expert patterns for simplifying 3D games to 2D including dimension reduction strategies, 2.5D fake-depth, isometric ports, camera flattening, physics conversion, 3D-to-sprite art pipeline, and control simplification. Use when porting 3D to 2D, building 2.5D / isometric / fake-depth gameplay, creating 2D versions for mobile, or prototyping. Trigger keywords: CharacterBody3D to CharacterBody2D, Camera3D to Camera2D, Vector3 to Vector2, flatten Z-axis, 2.5D, isometric, fake depth, Y-sort, simulated Z, orthogonal projection, 3D to sprite conversion, performance optimization.
npx skills add https://github.com/thedivergentai/GD-Agentic-Skills --skill godot-adapt-3d-to-2d
Expert guidance for simplifying 3D games into 2D (or 2.5D).
ortho_simulation.gd only for simulated height).hitbox_depth_manager.gd height AABB checks.z_index spam — WHY: Ownership of sort order belongs on the Y-sorted parent. Use depth_sorting_y_sort.gd; manual z_index drifts every frame.> MANDATORY: Read the appropriate script before implementing the corresponding pattern.
| Strategy | Load | Do NOT Load |
|----------|------|-------------|
| True 2D (drop Z) | jump_z_axis_sim.gd only if platformer height remains; else CharacterBody2D patterns | ortho_simulation.gd, iso math, fake shadows |
| 2.5D / fake depth | MANDATORY ortho_simulation.gd + jump_z_axis_sim.gd + hitbox_depth_manager.gd + depth_sorting_y_sort.gd (+ parallax_depth_camera.gd / fake_3d_shadows.gd) | Manual z_index = int(y) spam; ortho Camera3D as 2D |
| Isometric stay | MANDATORY isometric_math_core.gd + depth_sorting_y_sort.gd | Cartesian-only velocity samples; Camera3D ortho fake |
| Bake 3D→sprites | MANDATORY model_to_sprite_bake.gd (+ billboard_sprite_manager.gd for Doom-style) | Blender bake recipes in body |
| Node/physics convert only | Decision tree + gravity/collision notes below | Strategy code samples; Dimensional Patcher regex without review |
Simulates 3D Z-axis height in 2D top-down games. Handles vertical velocity, gravity, sprite offset, and shadow scaling.
Projects 3D world positions to 2D screen space for nameplates, healthbars, and targeting. Handles behind-camera detection and distance-based scaling.
Expert utility generating translating between 2D Cartesian and True Isometric screenspace projection matrices without using 2D Node transforms.
Expert dynamic Z-index Y-Sort script for fake 3D sorting isolated trees matching CanvasItem _update_sorting().
Complete CharacterBody2D snippet separating structural physical ground movement (X,Y) from a mathematically simulated jumping height (Z) in a topdown game.
Fake Depth Camera applying varying offset algorithms to completely disparate CanvasLayers based on an index to simulate 3D camera translation panning.
Area2D derived class that requires explicit custom Z-height overlap (1D AABB collision) prior to validating 2D triggers to stop incorrect "ground vs air" collision in 2.5D.
Sprite2D shadow simulator exploiting Godot 4.x Transform2D matrix skew shear to project and angle shadows away from a simulated 3D sun direction on a 2D floor.
8-directional FPS Doom-style sprite controller isolating the simulated 3D relative angle between a moving 2D CharacterBody and a Camera2D viewpoint.
Topdown 2D pathfinding workaround allowing "aerial" units to cross walls by leveraging multiple tiered 2D Navigation Layers instead of proper 3D verticality.
Screen space CanvasItem warp Shader simulating a Mode 7 / tabletop perspective pitch. Maps top screen coordinates via division pinching.
Automatic programmatic generation of CanvasTexture combining base albedo and baked normal maps at runtime so Sprites correctly react to 2D PointLIGHTs like 3D geometry.
MANDATORY for automated 3D→sprite angle baking via SubViewport. Keep body as strategy router.
Flatten 3D nav intent onto AStarGrid2D for grid-based 2D ports (XZ → cell indices).
Pick one row from the strategy router above — do not paste conversion tutorials in-scene.
| Strategy | Intent | Scripts |
|----------|--------|---------|
| True 2D | Drop Z; Vector2 velocity; Camera2D | Peer godot-characterbody-2d / godot-camera-systems |
| 2.5D / fake depth | Simulated height + Y-sort ownership + ground-vs-air hitboxes | ortho_simulation.gd, jump_z_axis_sim.gd, hitbox_depth_manager.gd, depth_sorting_y_sort.gd |
| Isometric stay | 2D physics + iso projection | MANDATORY isometric_math_core.gd |
Gravity scale: 3D 9.8 m/s² → 2D ~980 px/s² when 1 m ≈ 100 px. Collisions: CapsuleShape3D → CapsuleShape2D (see Physics Adjustments). Camera: Camera3D/SpringArm → Camera2D — NEVER ortho Camera3D as “2D mode”.
MANDATORY when baking multi-angle sprites from GLB/scenes: model_to_sprite_bake.gd (@tool SubViewport baker).
Manual Blender export stays outside this skill. Strategy choice stays in the decision tree below — do not re-inline bake recipes in the body.
# 3D gravity (m/s²): 9.8
# 2D gravity (pixels/s²): Scale to pixel units
# If 1 meter = 100 pixels:
const GRAVITY_2D = 9.8 * 100 # = 980 pixels/s²
# Adjust jump velocity proportionally:
# 3D jump: 4.5 m/s
# 2D jump: -450 pixels/s
# 3D: CapsuleShape3D (16 segments, expensive)
var shape_3d := CapsuleShape3D.new()
shape_3d.radius = 0.5
shape_3d.height = 2.0
# 2D: CapsuleShape2D (much simpler)
var shape_2d := CapsuleShape2D.new()
shape_2d.radius = 16 # pixels
shape_2d.height = 64
# 3D: Full 3D movement with camera-relative controls
var input_3d := Input.get_vector("left", "right", "forward", "back")
var camera_basis := camera.global_transform.basis
var direction := (camera_basis * Vector3(input_3d.x, 0, input_3d.y)).normalized()
# 2D: Simple 4-direction (or 8-direction with diagonals)
var input_2d := Input.get_vector("left", "right", "up", "down")
velocity = input_2d.normalized() * SPEED
# 1. Use TileMapLayer instead of individual Sprite2D nodes
var tilemap := TileMapLayer.new()
tilemap.tile_set = load("res://tileset.tres")
# 2. Batch sprite rendering
# Use single large sprite sheet instead of individual textures
# 3. Reduce particle count
var godot-particles := GPUParticles2D.new()
godot-particles.amount = 50 # Down from 200 in 3D
# Most 3D games already use 2D UI (CanvasLayer)
# No changes needed!
# Just verify UI scaling for new aspect ratios
get_viewport().size_changed.connect(_on_viewport_resized)
func _on_viewport_resized() -> void:
var viewport_size := get_viewport().get_visible_rect().size
# Adjust UI anchors/margins
NEVER drive sort with per-sprite z_index = int(global_position.y) — that contradicts Y-sort ownership. MANDATORY depth_sorting_y_sort.gd: enable y_sort_enabled on the parent and keep children at default relative z.
# 3D spatial audio (AudioStreamPlayer3D) → 2D panning (AudioStreamPlayer2D)
var audio_2d := AudioStreamPlayer2D.new()
audio_2d.stream = load("res://sounds/footstep.ogg")
audio_2d.max_distance = 1000.0 # 2D range
audio_2d.attenuation = 2.0
add_child(audio_2d)
| Factor | Keep 3D | Go 2D |
|--------|---------|-------|
| Target platform | Desktop, console | Mobile, web |
| Art style | Realistic, immersive | Stylized, retro |
| Gameplay | Requires 3D space | Works in 2D plane |
| Performance | Have GPU budget | Need 60 FPS on low-end |
| Team skills | 3D artists | 2D artists or pixel art |
While Godot treats 2D and 3D navigation as separate systems, you can project 3D pathfinding logic onto a 2D grid using AStarGrid2D. This is highly optimized for 2D grid-based movement and avoids the overhead of a full 3D navmesh.
class_name GridNavBridge extends Node
var astar_grid: AStarGrid2D
func _ready() -> void:
astar_grid = AStarGrid2D.new()
astar_grid.region = Rect2i(0, 0, 100, 100)
astar_grid.cell_size = Vector2(16, 16)
astar_grid.update()
## Converts a 3D target position to a 2D grid path.
func get_grid_path_from_3d(start_3d: Vector3, end_3d: Vector3) -> PackedVector2Array:
var start_map := Vector2i(start_3d.x / 16, start_3d.z / 16)
var end_map := Vector2i(end_3d.x / 16, end_3d.z / 16)
return astar_grid.get_point_path(start_map, end_map)
Automatic LOD is natively a 3D feature, but you can simulate it in 2D using VisibleOnScreenEnabler2D. This node automatically toggles the process_mode of target nodes (like high-res sprites or complex AI) when they leave the screen, preserving CPU cycles and GPU fill rate.
# Attach to a complex 2D entity
func setup_2d_lod(target_node: Node2D) -> void:
var enabler := VisibleOnScreenEnabler2D.new()
# Define the 'high-detail' rect
enabler.rect = Rect2(-64, -64, 128, 128)
enabler.enable_node_path = target_node.get_path()
add_child(enabler)
To automate the down-porting of 3D controllers, use a RegEx script to map Vector3 to Vector2 and replace 3D-specific properties. This is essential for massive porting tasks where manual conversion of movement logic is prone to error.
@tool
extends EditorScript
func _run() -> void:
var regex = RegEx.new()
# Pattern to find Vector3 constructors and replace with Vector2
regex.compile("Vector3\\(([^,]+),\\s*([^,]+),\\s*([^)]+)\\)")
var script_content = "velocity = Vector3(input.x, 0.0, input.y) * speed"
var result = regex.sub(script_content, "Vector2($1, $3)", true)
# Output: "velocity = Vector2(input.x, input.y) * speed"
print(result)
| Topic | Reference / script |
|-------|-------------------|
| True 2D / bake / camera conversion | dimension-reduction.md |
> Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
move_and_slide / floor / jump patterns after CharacterBody3D → CharacterBody2D conversion.Vector3 assumptions break when gravity becomes a 2D scalar.Transform2D basis/skew math used for isometric placement and fake projected shadows.CanvasLayers for fake-depth cameras without keeping an orthographic Camera3D.CanvasTexture / Light2D path that restores 3D-looking lighting on sprites.SubViewport capture of 3D models into Sprite2D textures (runtime or bake pipeline).y_sort_enabled / z_index / z_as_relative for depth sorting after losing true Z.CapsuleShape2D/Area2D collision simplification and layer masks after dropping 3D shapes.Camera2D follow/limits/zoom so ports do not keep a fake ortho Camera3D.Vector2/Transform2D math and tooling scripts used throughout dimension-reduction helpers.AnimatedSprite2D pipeline after baking 3D models to directional frames.TileMapLayer batching that often replaces individual 3D mesh instances in the 2D port.AStarGrid2D patterns when flattening aerial/vertical routes.AudioStreamPlayer3D → AudioStreamPlayer2D panning/attenuation after spatial audio is lost.Take thedivergentai/godot-adapt-3d-to-2d from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.