Live2D in 3D: Project Moons Technical Pipeline in Unity

Published on May 29, 2026 | Translated from Spanish

Project Moon has shown that dark aesthetics don't need photorealistic graphics to make an impact. Their work, Limbus Company, fuses 2D character animations with three-dimensional environments, creating an oppressive and unique atmosphere. This hybrid approach, powered by Unity, Live2D Cubism, and Photoshop, offers a valuable roadmap for indie developers seeking a distinctive visual style without a massive team of 3D artists.

[Scene from Limbus Company with 2D characters in a dark 3D environment, blending flat art and three-dimensional depth]

Technical Pipeline: From 2D Flat to 3D Scene 🎨

The process begins in Photoshop, where each character is designed and broken down into separate parts (body, hair, eyes, clothing). These pieces are imported into Live2D Cubism, where they are deformed and assigned to virtual bones to generate fluid animations: from a sigh to a combat movement. The technical key lies in the integration with Unity. Project Moon does not render the sprites as simple 2D planes; it places them in a 3D space with depth, dynamically lighting the Live2D textures. This is achieved with custom shaders that allow the ambient light of the 3D scene to affect the shadows of the 2D character, breaking the visual barrier between both worlds. The result is that a two-dimensional character seems to exist within the three-dimensional scene, not superimposed on it.

Tips for Indies Wanting to Mix 2D and 3D 💡

If you're looking to emulate this style, prioritize lighting consistency. Use a single directional lighting system in Unity and apply a shader to your Live2D sprites that receives that light as if it were a 3D model. Control the render order with depth sorting layers so characters walk behind columns or in front of fog. Finally, don't underestimate the work in Photoshop: the more deformation points you have on your Live2D meshes, the more natural the integration will be when moving the camera in 3D. Project Moon demonstrates that technical limitation can become an artistic hallmark if executed with precision.

What are the main technical challenges when integrating Live2D animations into a 3D environment within Unity, and how did Project Moon solve them to achieve the aesthetic of Limbus Company?

(PS: 90% of development time is polishing, the other 90% is fixing bugs)