(Reserved) NOTE: I will be adding concepts and how-to methods for 3d in the new GameMaker Studio 2 environment here shortly as soon as I full-proof concepts and organize it into digestible bits. If you find something to add, PM me. Textures Spoiler Textures in GMS:2 may no longer be loaded from backgrounds as they are a removed functionality. In order to add textures to a 3d mesh, you most import the texture in a varaible using the old script sprite_get_texture(sprite_index,image_index). Important things to note: The 3d tickbox for preparing images to be textures has been removed. You must now click the "seperate texture page" box if you intended to use repeating textures. texture_repeat() has been replaced with the new function gpu_set_texrepeat() texture_set_interpolation() has been replaced with gpu_set_texfilter() Projection And Cameras Spoiler The view and projection system has been replaces with the new camera and view matrix functions. The way you set this up is fundamentally different compared to its d3d counter parts. step 1: You must declare a new camera that will be applied to the view. Creating a camera is done with a single new function. Code: //create event view_camera = camera_create(); view_camera stores an array 0-7 of possible camera IDs, while camera_create returns a view port id for that camera. Legacy Conversion: d3d_set_projection_ext(x1,y1,z1,x2,y2,z2,xup,yup,zup,fov, aspect ratio, near clip, far clip, camera id) dropping this script into your project will give you the convenience of the old method. Only one argument was added and that's for the camera ID that this projection needs applied to. https://www.dropbox.com/sh/iyz4kbl0pfup2mu/AACVvAx_LQZpyE_aVZpfqaZna?dl=0 step 2: Now that you have a camera defined, you need to declare some matrices to apply to the 3d perspective. Vertex Buffers and Geometry. Spoiler . Game Ready Assets Spoiler .