Hello, sorry to resurrect this thread but I was interested in the way you build your scenes, especially with the colliders part to occlude view. I have asked on the tech section how you would do that and got a link in here, so I gave it a try to make a simple test scene in unity trying to replicate your method.
For the occlusion colliders I wrote a very peth mask shader that hide everything that goes behind a mesh with that shader, and thats ok, the only thing I'm dinfing difficult is how to build a confortable workflow. Looking at another of the preview videos of PE, in aprticular this one:
I noticed that in your example of the test scene used for the preview you have the background image as top down plane, and not rotated on 45 degrees, presumably because is more confortable to move the camera ingame this way. But having characters and I guess doors and other objects in 3d, you can't fake them to be isometric so they have to be rotated for real somewhow, and here is where I'm interested in your approach, this is a pic of my test scene trying to achieve what you have done on the pic of this thread:
As you can see surely this isn't the way to work on this, as it would put up a lot of other problems, but I'm really curious on the way you guys use to build a scene inside unity. Maybe you use a second camera rotated that only render the 3d object?