I apologize if this topic is similar to others already existing.
I’m working on a game/app where the core gameplay loop is based on dice rolling, similar to Dungeons & Dragons. I want to go beyond simply showing the player random number results through static or animated assets. Instead, I’m aiming to create a more immersive experience by simulating dice throws using physics and 3D models.
Due to the current limitations of Gdevelop, I had to rotate the camera parallel to the Z-axis to utilize gravity on the Y-axis. However, this approach has led to numerous challenges and workarounds, forcing me to treat the Z-axis similar to a top-down game’s Y-axis.
Frankly, I believe that simply enabling the Z-axis to have similar functionality as the other axes would significantly enhance the engine’s usability for creating 3D environments.
Will share the my game later if anyone interested. Thanks.
Sorry it was not enough clear. Essentially, what I did to utilize physics was to position the camera top-down so that the gravity along the y-axis direction could simulate the absence of gravity on the z-axis. However, this approach caused the dice to consistently fall and remain within the yellow line area (the x-axis) when torque or impulse forces were applied during the touch event. It did not realistically move along the other axes of the static mesh plane.