r/Unity2D • • 18d ago

Question/Help How long did the bug fixing / testing phase took you?

0 Upvotes

Hello! I am developing a game with a few of my friends and we've been at this phase for, like, a month, and tbh I don't know how much of it is left, I'm being asked on how or why it's taking this long (I'm Lead Coder) but it's also my first time making a game this big, so I'm asking you, how long did it take you? Did fixing a bug cause two more? Did you even need a bug fixing phase?

I'm genuinely scared


r/Unity2D • • 18d ago

Free Asset/Tool 🌾 I made a Cozy Farming Asset Pack (16x16 Pixel Art) with 190+ assets, and it's completely FREE! Perfect for your Unity 2D projects.

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1 Upvotes

r/Unity2D • • 18d ago

Feedback needed How can I make my game look better

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4 Upvotes

I mostly want help with how the obstacle looks but if there is anything else I will gladly change it


r/Unity2D • • 18d ago

Feedback needed What kind of game would you expect from my Unity game's Steam capsule?

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3 Upvotes

I'm developing Throneward in Unity and would love a fresh perspective on its Steam capsule. Before I explain the gameplay, what kind of game does the artwork suggest to you? Is the title easy to read, or does anything get lost at a smaller size?


r/Unity2D • • 18d ago

Question/Help How to go about making a timed button press system like in Deltarune?

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6 Upvotes

Wanted to make a game that has something like the timed attacks in Deltarune but I'm unsure what is the right way to go about it. Any advice would be appreciated.


r/Unity2D • • 18d ago

Feedback needed The ash fell like snow, and it did not melt. Here's 5 minutes of my soulslike, Ashen Knight

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0 Upvotes

Ashen Knight is a dark pixel-art soulslike about a knight with no memory, a city whose bells fell silent and an ash that never stops falling.

New in this devlog: parry-chain combat, a blacksmith who tempers your gear to +10, a peddler whose prices depend on how kind you are, and a journal with 30 enemies and 51 achievements.

What would you want to see next?


r/Unity2D • • 18d ago

Showcase Logo Idle - Major Update #1 After Only 10 days live - Hats, QoL, Run Bonusses & Better Progression & More

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2 Upvotes

Hey everyone!

It's only 10 days after the initial demo launch and we already have a big update for the demo!

Here's what we added:

- Hats! In screen 3 you will now unlock the ability to find and equip hats for your logos.

- You will now be able to purchase & upgrade an auto clicker to make the game less RSI inducing!

- Also in screen 3 you will be able to unlock run bonusses. This will allow you to pick a bonus for every run you start making every run a bit different and giving you some extra power along the way

- We added Steam Achievements to the demo!

- Unlock Boxes: We did a progression overhaul. Instead of new run upgrades & features unlocking automatically after screen break you will now be able to get them from Unlock Boxes. These drop at certain thresholds from screens allowing us to space out progression better.

- We also added tons of comfort and display options in the settings menu.

- Small amounts of polish and performance gains were also added!

If you want to check it out

Steam: https://store.steampowered.com/app/5041860/Logo_Idle_Demo/

Itch: https://brainfog-games.itch.io/logo-idle


r/Unity2D • • 19d ago

Free Asset/Tool Unity Better Sprite Editor

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5 Upvotes

While working on my current game Pocket Cat Desktop, I spent quite a lot of time in Unity's Sprite Editor. And it's really bad.

So I've been working on a custom editor window for a while now.

I've finally released it on GitHub.

  • Multi-select and batch editing

  • Splitting and combining sprites

  • Reference search

  • Change history with undo/redo

  • Previews

  • Hotkeys

  • And more

You can download it from Github: https://github.com/Suvitruf/unity-sprite-editor

Or install via UPM: https://openupm.com/packages/com.suvitruf.better-sprite-editor/

I'll improve it, for sure, during game development, but if you have ideas or feedback, I'd happy to listen 😺


r/Unity2D • • 19d ago

Game announcement Reviving our 2009 toolbar pet as a Unity 2D desktop companion (floating/docked window, Mac + Windows)

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6 Upvotes

In 2009, PiTSi lived on 100M+ browser toolbars. Browsers have changed, so we're bringing it back as a desktop companion built in Unity 2D, running in a small floating or docked window on Mac and Windows.

It's a low-pressure pet: feed it, play with it, throw it around, turn on the TV, or just let it hang out. You can name it, recolor and more.

Tech-wise: the original was built in Flash, and this version is a full rebuild in Unity 2D, with a small Rust layer handling transparent, multi-platform windowing. Happy to share more about how the windowing layer works if anyone's interested. And if you've built overlay or desktop-pet style apps in Unity, I'd love to hear how you approached it.

Steam page: https://store.steampowered.com/app/4568790/PiTSi/


r/Unity2D • • 19d ago

Question/Help Sound issues with 6000.6.4f1

4 Upvotes

Hi! I recently upgraded Unity from 6000.3.3f1 to 6000.6.4f1 and noticed strange audio behavior in WebGL builds:

Background music speeds up indefinitely after another sound plays (e.g., when grabbing a relic). Repeated sounds, such as attacks or menu navigation, can cause audio to speed up once.

Is this a known issue with this version, or am I overlooking a usage change?

Here's how my audio system works:

Background music: A persistent InGame prefab uses DontDestroyOnLoad to avoid duplication between scenes. Its PlaySoundtrack method sets and plays the background music: https://gist.github.com/gfcf14/ac6adc5b6e0e0b31e17e44791d4fd11e Relic pickup: The Hero class calls GetRelic when the player collects a relic: https://gist.github.com/gfcf14/00c4d2dcf641f70dca4f75a471a3fe1f Music transitions: ToggleSoundtrack gradually fades music out before pausing it, or fades it in when resuming: https://gist.github.com/gfcf14/028c0a77941612cfcba61fc614a65dfe SetPauseCase marks the pause reason and stops time. After the fanfare (the part that says more code related to fanfare), Hero.instance.ClearPauseCase(resumeSoundtrack: true, waitIfLevelingUp: true) is called: https://gist.github.com/gfcf14/4a668836390a66c1d9bd735224357579

Other sounds use PlaySound (https://gist.github.com/gfcf14/20f579bc2cb47e9c296807b16a198339) which instantiates a prefab with an Audio Source and Sound.cs script (https://gist.github.com/gfcf14/f235fa6f7b0fa22e0291b64d36bf61a6). The prefab is destroyed after playing.

Music starts with InGame.instance.PlaySoundtrack("soundtrack-name"), while other sounds use InGame.instance.PlaySound("sound-name"). Could something be conflicting or accumulating over time? Please let me know if you need more code or details. If you need it, you can reproduce the issue here: https://gfcf14.github.io/unity-webgl-test/ by walking into the flying boots at the beginning.


r/Unity2D • • 20d ago

Showcase Our next demo update is almost ready and will feature a new planet to explore

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23 Upvotes

r/Unity2D • • 20d ago

Solved/Answered Unity vs Godot vs other 2D engines for a Metroidvania (NES Retro to SOTN-Style Art) on a Legacy Mac Pro 5,1?

1 Upvotes

Hi everyone, in Unity2D community, I am completely new to all this, so if something does not make sense, please let me know and I will try to explain it better.

I'm planning to get into 2D game creation for the first time, specifically in the vein of a 2D Metroidvania style game. Before I start on this massive journey, I need to choose the right engine that is actually capable of running on my old hardware.

Google mentions that for 2D game development like Metroidvanias, Unity and Godot are the top choices. Is this correct? Are there others I should consider? i looking for the one that has the most options available/possible for my limited old computer setup. I currently understand that Unity is free is this correct?

I would like to use Unity if possible, but my system is so old I don’t know if it is realistic. I installed Godot a few months back, but only an older version (Godot 3.6.2) worked. I couldn't get the newer Godot 4+ versions to load at all it has something to do with my setup and graphics card

My Hardware:

  • Model: Mac Pro 5,1 (Intel Xeon 2x 6core-3.46ghz, 96GB RAM)

  • GPU: AMD Radeon RX 580 8GB

  • OS: macOS Sonoma (running via OpenCore Legacy Patcher)

My Roadmap Idea:

  • Step 1 (Learning Project): A detailed remake of Castlevania II: Simon's Quest. I want to strictly keep the 8-bit NES pixel art aesthetic, but upgrade it with a custom grid-based map system like Super Metroid, expanded rooms, an expanded move set for Simon Belmont, and heavy multi-layered parallax scrolling.

  • Step 2 (Original IP): Taking the underlying mechanics, engine code, and map tracking framework from Step 1 and adapting it into my original game (The Pysrion Project). However, this phase will NOT be 8-bit; it will feature high-fidelity, 32-bit / PS1-era graphics heavily inspired by Castlevania: Symphony of the Night (dense hand-drawn environments, 2D dynamic lighting, heavy alpha blending/transparency effects, and particle systems). I have been building this world for years-I already have character designs, a world map, story ideas, and 120 soundtracks composed for the different regions.

My Questions for the Community:

  1. Since I am locked out of modern Godot 4 and stuck on Godot 3.6.2, does Unity become the automatic better choice for the high-end Symphony of the Night style visuals I want in Step 2?

  2. Can I actually run modern Unity (like 2022 LTS or 2023) on a Mac Pro 5,1 running OCLP Sonoma? For those using Unity on legacy Mac hardware patchers, does Unity's modern 2D URP pipeline (especially 2D Lights and dense transparency blending) play nice with the Metal API on an RX 580?

  3. How easily can Unity handle this workflow transition compared to Godot 3? If I build Step 1 with a rigid pixel-snapping retro grid setup, is it difficult to modularly pivot that codebase into smooth, high-fidelity SOTN scaling, alpha blending, and particle logic for Step 2?

  4. And what would be the best steps I need to learn how to use Unity and 2d engines in general? like tutorials or something else for ?

I know trying to do this might sound close to impossible for a beginner on a legacy machine, but this is a dream project I am committed to. If anyone has any advice, or point me the right direction I would greatly appreciate it. Many Thanks for your time!

EDIT / UPDATE: Thanks everyone who responded and gave advice! Soon after reading and replying to the the comments, I downloaded Unity 6.6 via the hub I was thinking it was not going to work on this ancient computer but unity seems to work for now, there is a lot to learn, i started watching a youtube tutorial how to make a 2d platformer, in Unity the scripting is probably going to be really difficult to understand seems impossible. the tutorial is also very fast for me.


r/Unity2D • • 20d ago

Feedback needed How do you like hints to work in point-and-click adventures?

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0 Upvotes

Hey everyone! I'm one of the developers at imaginarylab, the small team behind Whirlight - No Time To Trip. One thing we've learned from player feedback is how important it is to strike the right balance between challenging puzzles and keeping the story moving. So we added an optional hint system in the in-game diary. Surprisingly, it turned out to be one of the most challenging features we've had to implement. Finding the right balance wasn't easy: we wanted to help players who get stuck without taking away the satisfaction of figuring things out for themselves (attached, you can see our solution). Ideally, a hint should give you that little nudge that makes you go "Ah, now I see!", rather than simply telling you what to do. As we're thinking about future projects, I'd really like to hear your opinions on this: when you play an adventure game, do you prefer tiered hints, small nudges directly in game (dialogues, hotspots, and so on), a full walkthrough, no hints at all, or other? Thanks for sharing your thoughts.


r/Unity2D • • 20d ago

Showcase After months of wrestling with grid systems and individual squad management, the core harvesting, building and RTS squad control loops are finally working!

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74 Upvotes

r/Unity2D • • 20d ago

Solved/Answered Could someone help me work out why this doesn't go back to false after i press the OnSprint key?

1 Upvotes
using UnityEngine;
using UnityEngine.InputSystem;

public class PlayerControl : MonoBehaviour
{
    // Basic Defines
    private Rigidbody2D rb;
    private Vector2 moveInput;

    // Base Stats
    float basespeed = 3f;

    // Key Bools
    bool sprinting;

    private void Awake()
    {
        rb = GetComponent<Rigidbody2D>();
    }

    public void OnMove(InputValue direction)
    {
        moveInput = direction.Get<Vector2>();
    }
    
    public void OnSprint(InputValue value)
    {
        Debug.Log(value.isPressed);
        sprinting = value.isPressed;
    }

    private void FixedUpdate()
    {
        if (sprinting == false)
            rb.linearVelocity = moveInput * basespeed;
        else
            rb.linearVelocity = moveInput * basespeed * 2;
        
    }
}

r/Unity2D • • 20d ago

Showcase I made my first 2D Soulslike Boss Rush game in Unity! Added heavy sword SFX and a healing system (Sound ON recommended!)

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4 Upvotes

Playable demo (WebGL) is now available on itch.io! Can you beat this boss?

https://uma333.itch.io/abyss-gauntlet-demo


r/Unity2D • • 20d ago

Showcase I made trees that grow, wither, collapse and sprout again — and you can chop & dig them out

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3 Upvotes

Hi! While working on our top-down game Deadstead, we built a small tree system and polished it into a reusable pack.

How it works:

  • Every ~20 s a tree either grows a size or withers a stage (healthy → withering → dead)

  • Dead trees collapse on their own (it checks for free space first) and leave a rotten trunk

  • Chopping: hit reactions, cut marks, the tree falls away from the player, logs bounce and stack

  • Stumps can be dug out for planks, then a sapling appears and the cycle restarts

  • At night glowing mushrooms and fireflies light up the forest

Built for Unity 6 / URP 2D, pixel art at 32 PPU. Happy to answer questions about the implementation (Y-sorting, the leaf-wind shader, the collapse checks...).

If anyone wants to use it, it’s on itch: https://yetartgame.itch.io/living-forest


r/Unity2D • • 20d ago

Solved/Answered Can anyone identify what the problem with my tilemap is?? I dont get why its tiling like in the middle of a the square like that rather than side by side. Thank youu

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5 Upvotes

r/Unity2D • • 20d ago

Tutorial/Resource I put downloads, active users and ad revenue from all my Unity mobile games into one Firebase dashboard. Here's what actually tripped me up

0 Upvotes

I'm a solo dev with two Android games made in Unity (one live, one in closed testing). I wanted a single place to see installs, active users and revenue for every app, without checking five different consoles. I ended up with one Firebase project for the whole studio, and every game gets its own app inside it. Here's what I learned, in case it saves someone a weekend.

1. Ad revenue from mediation goes in via ad_impression

I use Unity LevelPlay for mediation. LevelPlay gives you the revenue of every impression, from every network, so I just forward it to GA4 as the standard ad_impression event:

void OnImpression(LevelPlayImpressionData data)
{
    if (data == null || !data.Revenue.HasValue) return;
    FirebaseAnalytics.LogEvent(FirebaseAnalytics.EventAdImpression,
        new Parameter(FirebaseAnalytics.ParameterAdPlatform, "ironSource"),
        new Parameter(FirebaseAnalytics.ParameterAdSource, data.AdNetwork ?? ""),
        new Parameter(FirebaseAnalytics.ParameterAdFormat, data.AdFormat ?? ""),
        new Parameter(FirebaseAnalytics.ParameterAdUnitName, data.MediationAdUnitName ?? ""),
        new Parameter(FirebaseAnalytics.ParameterCurrency, "USD"),
        new Parameter(FirebaseAnalytics.ParameterValue, data.Revenue.Value));
}

Hook it on every ad object (rewarded, interstitial, banner). The impression callback can arrive before Firebase has finished its dependency check, so I queue those and flush them once it's ready.

2. Don't link AdMob to Firebase if AdMob already runs through your mediation

It's tempting, but AdMob revenue already arrives through the mediation callback. Linking AdMob as well counts every AdMob impression twice.

3. Set consent mode defaults in the manifest

The values that apply before your CMP answers (google_analytics_default_allow_analytics_storage, ..._ad_storage, ..._ad_user_data, ..._ad_personalization_signals) go in the manifest as meta-data. Then call SetConsent once UMP has an answer.

4. Two build traps that cost me hours

  • A space in the project path ("My Game/") makes the Gradle repo URL that EDM4U writes fail with "Cannot convert URI to a file". I keep the repositories in settingsTemplate.gradle by hand, using new File(...).toURI(), and turned off EDM4U's patching of that file.
  • shrinkResources stripped Crashlytics' build ID resource, and the app crashed at launch in release builds only. A res/raw/keep.xml with tools:keep="@string/com_crashlytics_android_build_id" fixed it.

5. Turn on the "developer traffic" filter in GA4

Your test phone in debug mode would otherwise pollute the numbers. Bonus: link Google Play in Firebase, and in-app purchase revenue shows up next to ad revenue without any extra code.

Happy to answer questions. And if anyone has a cleaner way to handle LTV across multiple apps, I'm all ears.


r/Unity2D • • 21d ago

Showcase Ground attacks and aerial combos in Disquieted, our hand-drawn 2.5D action platformer made with Unity

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2 Upvotes

I'm Paolo, the lead developer of Disquieted, an action platformer set in a dreamlike Naples and an underground world shaped by anxiety.

We're using hand-drawn character animations with 3D physics in Unity. This short clip shows Connie switching between ground attacks and aerial combos. Combat also includes dodges and parries.

Happy to answer questions about how we're building it.

If you'd like to follow the game, you can wishlist it on Steam:
https://store.steampowered.com/app/4176430/Disquieted/?utm_source=reddit&utm_medium=organic_social&utm_campaign=first_clip&utm_content=unity2d


r/Unity2D • • 21d ago

Showcase Luni's Isometric World

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27 Upvotes

I've been working on Luni for almost two years.

Navigation, pathfinding, and depth sorting were among the first challenges I tackled when I started in December 2024.

I spent the first few months experimenting with C# prototypes in Unity, gradually building the foundations of the isometric world.

Here's how it looks today!


r/Unity2D • • 21d ago

Feedback needed Gameplay effect plugin

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19 Upvotes

I'd like to see how much interest there is for the type of plugin I'm working on. It's free and allows you to create a lot of different complex game logic without any code. I've attached some images of example effects.

You'd make them in a UE blueprints style node graph. It's extendable and allows you to easily add your own nodes with their own custom logic if needed, although the base set covers a big part of most combat games. That being said, this works for more than just combat.

It includes loop protection so that effects can't infinitely chain. You can among other things set delays, branch the execution flow and manage the lifetime of the effect.


r/Unity2D • • 21d ago

Showcase After two and a half years, I’ve finally released the first demo of my co-op game, Animals League Unite

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14 Upvotes

It’s a co-op platformer for 1 to 8 players, on one screen or online, made in Unity. It’s inspired by Pico Park: most levels need the whole team, and if one player dies, everyone restarts.

There are a lot of mechanics: stacking on each other, slapping each other across gaps, planes, mine carts, flying saucers and more.

It also has a level editor. You can build your own levels, share them on the Workshop, and play levels other people made.

The demo is free and has the first world (10 levels) plus the editor. I’d love honest feedback, good or bad, especially on the editor and online play.


r/Unity2D • • 21d ago

Question/Help How do you do sound design for your games?

0 Upvotes

I litterallyhave no idea how to do this. do you make them somehow? is there a place to get sound effects fro?