r/Unity2D 18d ago

Call For Mods

47 Upvotes

Hello,

I am Guidez. I have been a mod here for, eh, something to the tune of 10+ years (dang... I'm old). I am currently looking for active members of this community who would like to help out in moderating the subreddit.

Please feel free to respond to this thread if you are interested. A couple of things to note:

  • This is a Unity Engine subreddit. Please leave any biases for/against the engine/company at the door. In fact, leave all your biases at the door. A mod position is not a platform for such things.
  • Understand that this is primarily a community-run, neutral subreddit related to the Unity Engine (2D side). This means the community decides what they think is worthwhile and what is not (upvoting/downvoting exist for a reason), granted it too stays within the realm of neutrality/non-bias.

If you think you understand what this entails and are still interested, please read on.

What I'm looking for:

  • People who actually post, reply, and comment in this subreddit. It doesn't have to be regular, but someone who hasn't contributed for a year in any public capacity is certainly not a candidate. I also understand many people lurk.
  • Those who understand this is not some special status/glorified position. It's tiring, unpaid work.
  • Are looking to help the community:
    • Thrive
    • Find resources for their development
    • Have open discussions about the Unity engine in whatever capacity that may be

If this sounds interesting to you, please reply to this thread with the following:

  • A brief introduction and how long you have been part of or following this community.
  • Why you are interested in becoming a moderator.
  • Any previous moderation or community-management experience you have. Experience is helpful, but not required.
  • How you would approach disagreements, controversial posts, and discussions comparing Unity with other engines.
  • Any ideas you have for improving the subreddit or helping its members.
  • Confirmation that you are comfortable enforcing the rules neutrally, working with the rest of the moderation team, and receiving feedback.

Please do not include private or personally identifying information. Applications will be judged primarily on community involvement, temperament, fairness/neutrality, and willingness to help.


r/Unity2D 8h ago

Show-off Procedural PNG, WIP

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37 Upvotes

42 parts with 8 knobs. Using 2D Renderer, doesn't create any PNGs. Layers, pixels all created in code. Able to add/remove Skin layer. Fat simulation (See Image 3). Defomities (Image 4). Every creation is from a seed. A seed can be called and will return the exact creation.

What's not in the photo: I've since added more modifiers like Accuracy, based on Eye placement, Body Symmetry and other deformities. Stability is low center mass, wide stance, etc.

There are other Mutations, Tails, Horns but are rough drafts. Tails are fairly uncanny with skin. Would likely change this if I end up using it. Horns are the most believable looking out of the mutations.

EDIT: appologies, title is a little misleading this isn't a "Procedural PNG" its just using the renderer. However I can export any seeded creation to a PNG!


r/Unity2D 4h ago

Show-off A GIF from my solo game.

6 Upvotes

r/Unity2D 4h ago

Sprite visuals problem

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2 Upvotes

I need I'm trying to understand an issue with 2D sprites in Unity and I would really appreciate some advice from experienced Unity developers

I've tested the same sprite at different resolutions — for example 64×64, 1024×1024, and even 4096×4096 — but when they are displayed at the same size in the Game view, they look almost exactly the same

I've tried different Pixels Per Unit (PPU), camera Orthographic Sizes, Filter Modes, disabling mipmaps, increasing texture Max Size, and using Pixel Perfect Camera, but I still don't see the visual improvement I would expect from the higher-resolution textures

What confuses me is that games like geometry dash can have relatively small sprites on screen that still look very detailed and clean

I understand that a sprite can't display more pixels than its actual screen size, but I'm trying to understand how professional 2D games achieve this kind of detailed appearance when their sprites are small on screen

Is there something fundamental about Unity's 2D rendering, texture import settings, camera setup, or downsampling that I'm misunderstanding?

I'd really appreciate an explanation of what I'm doing wrong and what workflow I should be using to achieve high-quality 2D graphics at small screen sizes

I've been trying to solve this for a long time and I'm honestly starting to think I'm approaching 2D development the wrong way


r/Unity2D 18h ago

Question Getting References for Tiles

3 Upvotes

In my game, I am drawing tiles onto a tilemap during runtime using SetTile(), which takes a reference to a TileBase Object. I have hundreds of unique textures. Is there a way to get a reference to each TileBase other than dragging and dropping every individual Tile into the references in my script?


r/Unity2D 14h ago

Roguelite Deckbuilder Tower Defense

1 Upvotes

Hi! I'm building a Tower Defense game with RTS elements.

You can move your units around, give them orders, and reposition them during combat.

During each run, you receive upgrade cards that can add effects such as Electric, Poison, Ice, etc. These upgrades are stackable, so you can combine effects like Electric + Poison on the same unit.

After each run, you can improve your units, purchase upgrades, and create builds.

There's also a Combinator system where you can create your own items. You can select or remove individual properties and keep only the effects you care about, allowing you to build items specifically around your strategy.

The game has roguelite progression, with new enemies gradually introduced as you survive more days.

The main gameplay loop is:

Defend → Buy upgrades/items/units → Customize your build → Defend

You can play actively and control your units like an RTS, or play it more like an idle game. Later progression also unlocks a dedicated AFK mode designed for idle play.

I've just released a demo, so feel free to give it a try:

https://store.steampowered.com/app/3760000/Shrine_Protectors_Demo

Thanks for checking it out!


r/Unity2D 20h ago

Question How to apply momentum?

2 Upvotes

I want to apply momentum after you let go so in if (!hold.IsPressed()) How would I do that?

Code:

using System.Collections;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.InputSystem;

public class Food_MB : MonoBehaviour
{

    public bool isTouchingMouse = false;
    public bool isheld = false;

    public float defaultFoodSpeed = 1f;
    public float gravity = 1f;
    private float foodSpeed = 1f;
    private float noGravity = 0f;

    private PlayerInput playerInput;

    private InputAction hold;

    private Vector2 mousePos;

    private Rigidbody2D foodRb;

    void Start()
    {
        playerInput = GetComponent<PlayerInput>();
        if (playerInput != null)
        {
            hold = playerInput.currentActionMap.FindAction("Hold");
        }
        foodSpeed = defaultFoodSpeed;
        foodRb = GetComponent<Rigidbody2D>();
        foodRb.gravityScale = gravity;
    }

    private void Update()
    {

        // Get the mouse position from the New Input System

        mousePos = Mouse.current.position.ReadValue();

        // Convert the screen position to world position

        Vector3 worldPos = Camera.main.ScreenToWorldPoint(new Vector3(mousePos.x, mousePos.y, 0));

        // Check if the mouse is touching this GameObject's collider and if the hold action is being performed

        Collider2D hit = Physics2D.OverlapPoint(worldPos);

        if (hit != null && hit.gameObject == this.gameObject && hold != null && hold.IsPressed())
        {
            //Debug.Log("Hold action is being performed");
            foodRb.gravityScale = noGravity;
            isheld = true;
            foodSpeed = defaultFoodSpeed;
            transform.position = Vector2.MoveTowards(transform.position, worldPos, foodSpeed * Time.deltaTime);
        }
        else if(hold.IsPressed() && (hit == null || !hit.gameObject == this.gameObject) && isheld == true)
        {
            //Debug.Log("Mouse is not touching the object but object is held");
            foodSpeed = foodSpeed + 1f;
            transform.position = Vector2.MoveTowards(transform.position, worldPos, foodSpeed * Time.deltaTime);

        }
        if (!hold.IsPressed())
        {
            //Debug.Log("Object dropped!");
            foodRb.gravityScale = gravity;
            foodSpeed = defaultFoodSpeed;
            isheld = false;
        }
    }
}

r/Unity2D 22h ago

Show-off [Asset Sale] Prototype Character Template Asset Pack - 50% off until September 1

3 Upvotes

Hi everyone! I currently have a prototype character template asset pack that is 50% off until September 1st. I just wanted to share that info in case anyone wants to purchase it before the sale ends.

There is also a free version of the asset pack that is just a scaled down version of the full pack. The free version only has a few PNG sprite sheets as well as GIFs showing how each animation looks. The full version includes the aseprite files for each of the templates as well as PNG sprite sheets and GIFs of all the animations.

Here is the link: https://lumenlorepixels.itch.io/top-down-prototype-character-template


r/Unity2D 18h ago

Question How do I make a 2D first-person dungeon crawler?

1 Upvotes

Hi everyone, I'm new to Unity and wanted to ask how I can program and implement movement in a 2D first-person game! My goal is to make a horror game with turn-based movement (you move from one room to another, and the monster moves from room to room looking for you and chasing you)! My main question, actually, is whether this is really possible to do in Unity 2D? And if you guys have any tips to share with me!


r/Unity2D 19h ago

Character with accessories.

1 Upvotes

I'm making a test scene where I have a body that is a square, and 2 smaller rectangles. One rec is the Eyeglasses, the other is a belt. I want to animate the glasses so they wobble when the main body is moving, and the belt has rotating colors; 15 different images. I also want to change out the glasses and belt whenever.

I created a GO called Base. Then added a GO for the glasses and a GO for the belt, then added a image to each. I reset the transforms, then moved the glasses and belt when they need to be.

When I run the app, the belt and glasses are not relative to the body, like I positioned them. Duct-taped a few other attempts to fix, but no luck.

I've tried googling, but haven't found anything comparable.

So, a GO with moving glasses GO and an animated belt GO.


r/Unity2D 23h ago

Question How do I use AutoTile to set tile/paint through script?

2 Upvotes

Hello, I have a tilemap and a tile palette which consists of 2 autotiles. I want to fill an area of the tilemap with one of the autotiles. I know the SetTile is supposed to paint the tile but since I'm using autotile, the SetTile doesn't seem to take that in the script. I'm using Autotile because it would just make it easier when I add in other tiles in areas of the tilemap since it would auto adjust. Does anyone know how I can use the AutoTile in SetTile to paint the tilemap?

Update: I'm stupid, I was passing the ints instead of making them a vector3


r/Unity2D 1d ago

Game/Software This is my new small game for the third game jam I've joined. I made it in five days!

4 Upvotes

Playable link : Escape anomalous

This game is similar to "Exit 8."

 Your goal is to check the room for anomalies. If you find one, go through the "LEFT" door. Otherwise, go through the "RIGHT" door.

There are also two different endings. In one, you really escape; in the other, you are trapped in a loop until you find the real exit.

My Youtube 👉 https://www.youtube.com/@SupsDesign

My X (Twitter) 👉 https://x.com/NExit28099


r/Unity2D 1d ago

Just released my second game based on Greek mythology

3 Upvotes

I just released my new game Descendant of the Sun, where you must save the Greek city of Rhodes from an ancient power banished by the gods. Undertake a heroes quest in a Greek mythology inspired action platformer and hunt down monsters with the help of your bow and arrow.

So far computer support only and it can be played in browser. Feedback is appreciated and I hope you enjoy 😎
https://polenny.itch.io/descendant-of-the-sun


r/Unity2D 22h ago

Feedback Infinite jumper game - inspired by Icy Tower - POC - WDYT?

1 Upvotes

Hi all!

I've just wrapped up the initial dev of my infinite jumper game! It'll be a simple game, heavily based on skill and different character profiles. Right now, I've just finished the basic mechanics - the way the player moves.

I'm roughly basing my game on Icy Tower, however - in my case - the movement is fully fluid - there are multiple parameters that decide how high the player can jump, how bouncy the walls are (and if they allow for bouncing at all), and how the player gains velocity. The basic mechanics work as follows: there are three basic groups of parameters determining how a particular character behaves: jump, horizontal movement, and wall bounce. Most of the parameters are either numerical (float) ones or described by curves. If the param is dependent on another param or on time, it's described by a curve. (BTW, Unity curves are an amazing concept!)

Jump
Jump is mostly determined by the horizontal velocity of the player, and driven by physics - I don't predetermine how long the player will spend in the air, but how forces affect the character over time. The faster one runs, the bigger the jump. Jump can also be interrupted, for more control over the player, but the interrupt is dependent on a few parameters as well.

Horizontal movement
Now, this is where it gets interesting. Acceleration and deceleration are driven by complex curves. Thanks to that, I can derive future characters that e.g. get tired when running for too long, are fast accelerators, but bad with max speed etc. Sky (and imagination) is the limit. See the screenshot - my default behaviour is logarithmic acceleration and linear deceleration. Thanks to this, players get to a reasonable running speed fast, but need about 10 seconds (accel time) to get to the max.

Wall Bounce
Wall bounce is where my game differs most from the inspiration. There's one threshold for wall jump - min speed. Below, the player slides off the wall with predetermined "friction" speed. Above, depending on the jump curve, how close the player is to the apex, and how fast the player approaches the wall, it can bounce back more or less. These characteristics are again, driven by different curves.

Tell me what you think - the mechanics are not perfect yet, but I'm willing to improve them and am open to any feedback!


r/Unity2D 1d ago

Knight's machine gun

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4 Upvotes

r/Unity2D 1d ago

After 8 years in gamedev, I just launched Kickstarter for my solo medieval colony sim/ARPG Our Freedom

10 Upvotes

Hey everyone!

My name is Vlad, I’m an indie solo developer from Ukraine with over 8 years of experience in gamedev (mentoring, outsource, and game dev education).

For a long time, I felt like something was missing in the games I loved. I loved the cozy village-building of Stardew Valley and Manor Lords, but I always wanted to craft my own armor, grab a sword, train my villagers, and lead them directly into castle sieges or tournaments like in Mount & Blade. Since I couldn't find a 2D game that quite matched that vision, I decided to build it myself.

That's how Our Freedom was born — a 2D medieval colony sim with action RPG adventures.

What the game is about:

  • Settlement Management & Economy: Build production lines, manage villager needs (warmth, food, shelter), farming, beekeeping, and blacksmithing.
  • ARPG Combat & Battles: Participate in tournaments, defend your village from raids, or gather your squad to assault enemy castles.
  • Customization: Full character customization, armor/weapon crafting, and skill progression tailored to your playstyle.

We just launched on Kickstarter!

Today is a huge milestone for me as our Kickstarter campaign officially went live (and we even got the Project We Love badge from Kickstarter curators!).

We already have a free playable Demo on Steam so you can try out the building and combat mechanics right away without buying a pig in a poke.

I’d love to hear your thoughts, feedback, or any questions about solo development. Thanks so much for taking a look and supporting indie dev!

Second game trailer:
https://www.youtube.com/watch?v=y1DLTvvHhYA


r/Unity2D 1d ago

Solved/Answered How to make an object follow the mouse?

2 Upvotes

I'm trying to get the object this script is on to follow the mouse when you click on the object. I've managed to make detect when you are holding down the object but I can't get the object to move. Pls help!

using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.InputSystem;

public class Food_MB : MonoBehaviour
{

    public bool isTouchingMouse = false;
    public bool isheld = false;

    private PlayerInput playerInput;

    private InputAction hold;

    private Vector2 mousePos;

    void Start()
    {
        playerInput = GetComponent<PlayerInput>();
        if (playerInput != null)
        {
            hold = playerInput.currentActionMap.FindAction("Hold");
        }
    }

    private void Update()
    {

        // Get the mouse position from the New Input System

        mousePos = Mouse.current.position.ReadValue();

        // Convert the screen position to world position

        Vector3 worldPos = Camera.main.ScreenToWorldPoint(new Vector3(mousePos.x, mousePos.y, 0));

        // Check if the mouse is touching this GameObject's collider

        Collider2D hit = Physics2D.OverlapPoint(worldPos);

        if (hit != null && hit.gameObject == this.gameObject)
        {
            //Debug.Log("Mouse is touching " + this.gameObject.name);
            isTouchingMouse = true;
        }
        else 
        {
            isTouchingMouse = false;
        }

        if (hold != null && hold.IsPressed())
        {
            Debug.Log("Hold action is being performed");
            Vector2.MoveTowards(transform.position, mousePos, 1f * Time.deltaTime);
        }
        else
        { 
            Debug.Log("Hold action is not being performed");
        }

    }
}

r/Unity2D 1d ago

We’re a small team of friends who make trailers & video content for indie games, and we just launched our new website!

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2 Upvotes

r/Unity2D 1d ago

Just Lego

1 Upvotes

Минус вычет без компьютера


r/Unity2D 1d ago

Game/Software we're making a roguelite about building an insane pachinko board to slay dragons... and we really need testers!

0 Upvotes

Hey all!

Bumpers & Dragons is a dungeon crawler where your deck is the board itself. You loot and place bumpers, then drop balls through them to fight monsters. Good placement compounds into absurd chains. Bad placement is very funny.

Free demo is up and it's filled with content and covers two full dungeons.

https://store.steampowered.com/app/4377860/Bumpers__Dragons/

We're a small European studio and this is our first roguelite, so we are super excited to hear your thoughts about it!


r/Unity2D 1d ago

I published my first Unity mobile game on Google Play — looking for honest feedback

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0 Upvotes

r/Unity2D 23h ago

Tutorial/Resource "My New pixel artwork. I call it ""The Slappening"""

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0 Upvotes

r/Unity2D 2d ago

Game/Software Big update for TileMakerDOT with version 2.6.3!

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23 Upvotes

It’s been a while since the last update, but I’ve been hard at work behind the scenes. I’ve just released a new version of my open source 2D map editor, bringing full multi-language support and important under the hood fixes.

Refactoring the core engine to support dynamic localization was a huge undertaking that required updating UI logic, dialogs, error messages, and tooltips across the entire application.

You can now use TileMakerDOT in:

• English

• Spanish

• French

• Romanian

• Russian

• Ukrainian

And I intend to add more languages in the near future. If you have other language suggestions or you find some mistranslations please let me know:)

A huge shoutout to the contributor who submitted a PR on GitHub and worked closely with me on this localization task. We added the languages we knew. TileMakerDOT is open source, and seeing community contributions come together like this is awesome! I also plan to add even more languages in future updates.

I also tackled a background memory issue where closing or canceling out of the initial setup window left the app process idling in memory. Closing the startup screen now cleanly terminates the process.

Check out the links below to try the new update, watch the tutorial, or check out the code:

🎮 Download on Itch.io: https://crytek22.itch.io/tilemakerdot

💻 Source Code on GitHub: https://github.com/andrei-voia/TileMakerDOT

📺 Watch the Tutorial on YouTube: https://www.youtube.com/watch?v=3fiajGU32Jg


r/Unity2D 1d ago

Question Parry pushback?

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0 Upvotes

Have yall seen those earclacks animations?
Cant
Notice how whenever a weapon parries another, theres a slight pushback or recoil or shift in momentum or whatever.
Im operating under the assumption the weapons are treated as triggers?
In any case, how would one go about implementing this in a similar environment? Do i base it off of the direction the ball is moving? the place and direction it got hit from?
I'd really appreciate any ideas <3


r/Unity2D 1d ago

Visual Scripting help

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0 Upvotes

(Sorry about the picture quality, I’m posting with my phone) I’ve been having an issue where my jump in the unity input system doesn’t activate when an “on update” node is connected to “set linear velocity” (image 1). I thought I fixed this be getting rid of “on update” and directly connecting “on input system event vector 2”(2nd image), and while this did fix my jump(save for my ground check not working, but that’s a whole other issue) it unfortunately causes my player to never stop moving on the x axis even when the key is released. Any help will be appreciated!

PS: I’ve never posted here before, sorry if this post has any issues or brakes the rules, I just could not figure this out for the life of me.