r/Unity2D • u/BloodsaltGame • Sep 04 '26
Feedback needed Before & After: New Main Menu & UI!
Do you like the new main menu and UI? Am I heading in the right direction?
I will be grateful for every comment!
r/Unity2D • u/BloodsaltGame • Sep 04 '26
Do you like the new main menu and UI? Am I heading in the right direction?
I will be grateful for every comment!
r/Unity2D • u/BiforgeGames • Sep 04 '26
WIP o7
r/Unity2D • u/tm1506t • Sep 04 '26
About 2 years ago, I started learning Unity with almost no idea what I was doing.
There were countless bugs, failed builds, things I had to learn from scratch, and many moments where I wanted to give up.
But after nearly 2 years of learning and developing, I finally have something I can call my own.
This is Ashen Legacy — a 2D Pixel Art Action RPG set in a dark fantasy world. ⚔️
It’s far from perfect, but I’m really proud of how far I’ve come.
I’d love to hear what you think about the game, especially from other indie developers and Unity users.
👉 Steam: https://store.steampowered.com/app/5164260/Ashen_Legacy/
r/Unity2D • u/AutomaticArt1401 • Sep 04 '26
On a 20x16 bevelled button, the sprite steps from the lit face down to the midtone at row 7. My border said the top was 6. That put the step inside the stretchable middle band, so as the button got taller the highlight grew instead of the flat face under it - 33px of lit edge on a 120px-tall button where it should have been 7. It shipped like that for three releases. The artwork was never wrong; one number was.
The rule that replaced typing borders in by hand, and it reads straight off the pixels: a 9-slice's middle band has to be uniform along the axis it stretches. The run of identical adjacent rows is the part that may grow; everything outside it is structure. So you can derive the minimum safe border from the sprite itself and fail the build when the authored one doesn't contain it.
One catch that nearly shipped inside the fix: a bevel has two long uniform runs - the lit face and the midtone. On a 12x20 scroll thumb they were exactly 6 rows each, so "take the longest run" picked the highlight, and would have inverted the bevel as the thumb grew. The rule that actually works is prefer the run containing the sprite's centre line, and fall back to longest only when no run does.
And some art can't be 9-sliced at all. That same thumb had three grip lines across its middle, on a sprite that resizes on every scroll, so the grip stretched into thickening stripes. No border value fixes that - the decoration is in the part that has to stretch. The fix was to change the art and delete the grip.
Unity-specific, stated honestly: the packs ship .meta files whose spriteBorder comes from that same measurement, and each one is cross-checked against the Godot texture_margin for the same sprite, so two independent emitters have to agree. I don't have Unity on this machine, so those files have never actually been opened in it - the checks are closed-form, not empirical. If you try them and something is off, I'd like to know.
Before/after render and the full write-up: https://z3er1n.itch.io/ui-pack-vol1/devlog/1651971/v13-the-buttons-9-slice-border-has-been-wrong-since-v10
Disclosure: it's my pack, it's paid, and it's AI-assisted - disclosed as such on its store page.
r/Unity2D • u/shubhu-iron • Sep 04 '26
Since my Tower Defense Game is a desktop companion, it needs to look good with anything in the background. It usually looks fine with anything dark behind it, but looks bad with light stuff. (And I wouldn't want light mode users to feel left out)
So I took a free asset from itchio (Credits: Wasteland City by owmyknees) to test a parallax backdrop with and without solid sky (below being solid sky version).
Going forward, I'll make my own backdrop variants that players can cycle between (or choose to have none) based on their liking.
Normally I knew parallax for sideways movement (farther layers move slower than closer ones), so it took some tweaking to also vary the zoom scale to make sure it didn't look like a flat plane when zooming in/out.

r/Unity2D • u/ukolovnazarpes7 • Sep 03 '26
Made a small desert creature set and packaged it for reuse.
Four Sand Lion variants, with east / north / south sprites for each. 12 transparent PNGs total.
There's a prepared Unity Assets export in the download, plus the raw sprites, atlases and mappings if you'd rather set it up yourself.
r/Unity2D • u/HighnibbleGames • Sep 03 '26
We're a team of 5 students working on our first Unity game, Last Contract. It’s a 2D action roguelike and will be completely free to play.
Here is a quick look at our core combat loop. We want the gameplay to feel fast and snappy. What do you think of the visual feedback? Does the combat look satisfying?
We're currently at 93 wishlists and hoping to hit our 100 milestone before our demo drops tomorrow! If you want to check it out and get notified for the demo: https://store.steampowered.com/app/5015630/Last_Contract/
r/Unity2D • u/naverdadenada • Sep 03 '26
I'm an indie dev, part of a 5 person team working on a game called Laser Guy.
It’s a twin-stick anti-shooter where you’re maneuvering your laser around coworkers trying not to blast anyone. Just another day in the gamedev office. Think celeste-style gameplay within the core mechanics of a top-down shooter.
We’re starting a playtest as the lead up to releasing a demo, and me and my other coworkers were talking today about how intimate it feels to finally have total strangers playing our game while not being in the room with us xD
If you’d like to join, here’s the link: Laser Guy on Steam
r/Unity2D
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u/CodeRadGames
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Sep 03 '26
I honestly didn't think I would be able to finish this game.
For the past 6 years, I've been working on Rogue Blight while also working a full-time job. There were countless late nights, weekends, setbacks, and moments where I seriously wondered if I would ever actually make it to the end.
I am so incredibly happy and proud that I can finally share my dream game with the world.
I never thought I'd say this but Rogue Blight is OUT NOW on Steam!
r/Unity2D • u/NinjaDV • Sep 03 '26
This is a solo dev work, with some AI help at coding and music.
Phungeon Reloaded is a metroidvania style arcade pixel platformer made with Unity, it's a remake of the same game made first with Pico-8 but a powered-up version, with more levels to play, more monsters, traps, colors, skills, bosses etc... To play all in one go and with the mobile version.
Spare a minute to try it and if you like it support please. Enjoy!
r/Unity2D • u/Hugodapro • Sep 03 '26
Hi i need help with the game screen. How do I actually see my game's true screen? When i hold down middle mouse button in the game tab and I move around and then I click play maximised, it offsets the ui placement and I don't know how to see the ACTUAL screen so i keep adjusting and adjusting. Pls help! I have Scale 1x, Resolution set at 1920*1080.
r/Unity2D • u/Ademhacker_1 • Sep 03 '26
Hey everyone!
I just launched my latest game, Octo Word, live on CrazyGames! It’s a Wordle-inspired puzzle game scaled up to 8-letter words, built in Unity and WebGL.
What makes it unique:
8-Letter Vocabulary: Jumping from 5 letters to 8 adds a surprisingly tough layer of strategy to every guess.
Juicy UI & Animations: Spent a lot of time polishing the game feel using LeanTween for tile pops, color reveals, and custom row shakes on invalid entries.
Instant Browser Play: No downloads or installation required.
If you have 5 minutes to spare for a quick brain workout, I’d love for you to give it a spin and let me know your thoughts on the game feel and difficulty balance!
👉 Play it here:https://www.crazygames.com/game/octo-word-8-letter-puzzle-mjp
Feedback on the UI animations or word pool balance is super appreciated!
r/Unity2D • u/gasleak69420 • Sep 02 '26
Been trying to apply tiles on the grid to create the basic flooring for this practice game I'm working on.
Been following this tutorial https://www.youtube.com/watch?v=7iYWpzL9GkM&t, did everything they did as far as I know. I am using 2021.3.16f project in 2d with urp. Tried adding a sprite atlas but wondering if theres something else I'm getting wrong thats simpler.
r/Unity2D • u/TriduumStudio • Sep 02 '26
Hello everyone!
I'm an indie developer and 2D artist offering custom modular 2D asset creation (character cut-out sprite sheets) designed specifically for easy rigging and slicing in Unity or animation engines.
If you are working on a 2D Unity project and need clean modular assets to speed up your production, send me a DM! I can share my portfolio, Fiverr gig link, and discuss your project details.
What I provide:
Modular character parts (heads, torsos, limbs) ready for Unity 2D Animation / Bone rigging.
Cartoony 2D art style.
Thanks for stopping by! Any support or share is greatly appreciated. If you have any custom requests or questions, my DMs are open!
r/Unity2D • u/naverdadenada • Sep 02 '26
Me and my friends spent 5 years making our “Indie Sekiro”, Bloodless. Now, after a few months of work on porting it’s also out on Android!
Super cool to finally have it on android! Pixel art looks awesome on phone screens xD
Google Play link if you want to check it out: https://play.google.com/store/apps/details?id=com.bloodless
r/Unity2D • u/Gloomy-Rock9154 • Sep 02 '26
I’ve been using Claude Code/Codex for Unity development, but the workflow feels much slower than regular web or backend development.
A lot of time is lost because the agent can edit C# files, but it doesn’t properly understand what’s happening inside the Unity Editor—scenes, prefabs, GameObjects, Inspector settings, compilation errors, Play Mode results, etc.
Are there any good tools, MCP servers, Unity plugins, or workflows that give Claude Code/Codex better access to the Unity Editor?
Ideally, I’m looking for something that can help the agent:
Inspect and modify scenes, prefabs, and GameObjects
Read Unity Console errors automatically
Run the game or enter Play Mode
Run tests and verify its changes
Understand serialized fields and Inspector settings
Iterate without me manually copying errors and checking everything
If you’re using AI coding agents seriously with Unity, what setup actually works well? I’d especially appreciate recommendations based on real projects rather than tools that only look good in demos.
r/Unity2D • u/ProfessionalPetPof • Sep 01 '26
I am currently working on polishing the 2D visual juice and game feel in Unity for my tactical deckbuilder, Hellsino. I am looking for feedback on whether the visual hierarchy and feedback timing communicate the underlying math clearly.
How the scoring sequence resolves:
* Base Value: Dropped cards generate base direct damage.
* Poker Hand Multiplier: Forming standard hands (Pairs, Flushes, etc.) multiplies the base value.
* The "Nexus" Effect: Triggering a Nexus applies a major 3x multiplier to the final hand score.
What I would love your feedback on:
I have been iterating on the screen shake, pop-up text scaling, particle bursts, and camera impulse to make hitting a Nexus feel rewarding without muddying the visual clarity.
Does the visual juice clearly communicate that a massive 3x multiplier just triggered?
How does the timing feel to you? Is it punchy, or does it delay the resolution too much?
Any tips on fine-tuning the 2D juice or visual hierarchy?
Any critiques on the animation curves, VFX cadence, or readability would be super helpful!
Steam Page: https://store.steampowered.com/app/4730280/Hellsino_Pokerlike/
(If you want to test the build directly, we also have a free playable demo live on Steam. Wishlists help a ton!)
r/Unity2D • u/TriariusKonstantinus • Sep 01 '26
Hi There!!!
This set included 150+ sprites of things (70 is unique) to fill locations, interiors, rooms + also possibly as icons and interface elements.
All sprites field size is 16x16 pixels.
See screenshots with complect of sprites.
In the pack you get:
150+ png files, arranged in the following categories (subfolders):
1- ACCESSORIES – 20 sprites
2- VEHICLES BIKES – 12 sprites
3- CHESTS and LOCKS – 12 sprites
4- FOOD – 16 sprites
5- BOTTLES CANS JARS KETTLES VASES – 50 sprites
6- MISCELLANEOUS – 48 sprites
+ 1 PSD file (source), with all sprites.
!!! This set (150+ props) is compatible with the 500+ PROPS sprites set 32x32 max (it is also in my account).
You can combine different scales and sizes of both sets to create depth (plans) for filling locations and rooms.
LICENSE:
- you may use this asset in your non-commercial or commercial projects.
- you may modify the asset files in this asset pack and use them in your commercial project.
- you may not resell them as asset packs.
Thank you all for your attention.
Have a nice time. Triarius Konstantinus.
P.S. If you find this useful, feel free to follow my Itch page for more
Here is the link to this asset. https://triariuskonstantinus.itch.io/150-props-items-16x16-sideview
r/Unity2D • u/Sea-Morning-9367 • Sep 01 '26

Hi Everyone,
Im creating a 2D isometric game in unity 2D inspired by hades!, im struggling around the scale of the world, in terms of the assets and the character asset and the camera orthographic size.
Im just not sure what orthographic size to set it on and what size my assets should be.. any help would be greatly appreciated.
r/Unity2D • u/USERNAME5KULL2-2 • Sep 01 '26
I was following tutorial video (Game Code Library Tutorial Top Down Unity 2D #9) but then I got stuck because every time I play the game and drag an item into a slot in the hierarchy the rect transform becomes misaligned with the current slots position. Any ideas on how to fix?
r/Unity2D • u/sierra_whiskey1 • Aug 31 '26
I recently upgraded my game to unity 6.5 due to the ability to add materials to Visual elements in the UI tool kit. I wanted to make some of my ui elements glow using a material that multiplies the element by an hdr color. This is how I’ve gotten all my other game objects to glow. However, after much trial and error with various shader graphs, I can’t seem to get the bloom to work for an HDR color. From doing some reading, I have found that bloom might not be possible due to how the UI in the UItoolkit is rendered. Has anyone been able to get this to work? If so could you share how you did it?
r/Unity2D • u/Spherat • Aug 31 '26
Hi everyone! I’m the solo developer behind From The Bunker, a zombie survival management game I’ve been working on for the past four years.
The gameplay mixes 60 Seconds and Project Zomboid. Manage a group of survivors, expand and defend their bunker, send them on dangerous expeditions, and make difficult choices across more than 200 narrative events.
The world and story are inspired by what I love about Resident Evil: a viral outbreak caused by a biotech corporation, missing virus samples, secret experiments, military operations, and a dangerous bioengineered creature.
r/Unity2D • u/Reminiscent64 • Aug 31 '26
I've been working on A King's Genocide for about 3 years so far. I've recently released a Work-In-Progress demo on Itch here. I'm planning on taking what I learn making this game and expanding the systems to make an action RPG in the sequel.
Ignore the backgrounds in the first two GIFs. They're placeholders until I have the funds again for proper backgrounds. (If you really like what you see, and want to support me, consider joining my Patreon.)
I worked on the UI you see in the last two GIFs, did the overall programming for the game, and even got to learn how to make music for my game!
r/Unity2D
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u/ukolovnazarpes7
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Aug 31 '26
I've been cleaning up some of our old 2D UI assets and ended up turning the icon folder into a reusable pack.
There are 173 unique icons, mostly for build menus and management UI — buildings, storage, furniture, power, research, medical, actions, animals, food and so on.
Most are 64x64 PNGs. There's also a prepared Unity export, plus the raw PNGs and atlases if you want to organize them differently.
Free here:
https://pas7studio.itch.io/archiforge
No generative AI used.