To go more in depth with what I am trying to accomplish, I want to lock the character to the X axis of the game, so when anything tries to push the player to the side of the 2.5d environment, the player just stays in a locked X axis position.
For example, lets say we had a canon ball that shoots at us, and the CanCollide on the canon ball is true. Lets say that this canon ball has a lot of force applied to it. It has a huge amount of force applied to it, right? If it has a huge amount of force applied to it, and it hits the player, then the player would move in another direction when they are hit. I don’t want this to happen when in a 2.5d environment.
I have tried making my own movement system, which hasn’t been successful, I also tried taking a look at this video here; but for some reason it didn’t really help at all.
Pretty much just trying to incorporate 2d physics into a 3d dimension. You know how when those characters in 2d games walk into each other, and when they collide with each other, they don’t get pushed out of its actual axis, and stays in that exact X axis. That is what I am trying to do.
Any suggestions on how I can achieve this? Thank you.