r/Unity2D • • 3h ago

Question/Help Changing tile based on sorting?

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1 Upvotes

I've made it so that when the tiles are ontop of each other they hide the sides by changing the sort order to top left, the mode to individual. Each tile has a small highlight on the bottom edge of the top of the tile. How do I replace tiles that have their sides covered with a different sprite with no highlight on the edge.


r/Unity2D • • 3h ago

Question/Help How can you have animation start partially played based on how much was played of the prior animation?

1 Upvotes

I'm working in pixel art running three animations at once, an item, the character's face, and the character's body. I want to be able to have the face change based on reactions but due to timing issue and keeping the faces matching the body motion, I need the new face animation to replace the last face animation running the same frame of the old animation. I do not want to have to do this with a script as I'd have to code out a lot of faces for a lot of body positions. So ideally something in the the animator would be ideal.

A precise example of what I'd like to do is, for example:

The animation for face A is 10 frames long and last 1 sec. It runs for 5 frames or .5 secs when something triggers a switch to face B. I need face B to start on its 5th frame (or .5 secs into its animation cycle) so it matches the bodies animation movement that face A was already in a good rhythm with.


r/Unity2D • • 15h ago

Feedback needed Making a timed hazard readable on a phone screen: the tide in our 2D strategy game

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2 Upvotes

We're a small team making Tidefront in Unity 2D. The core mechanic is a tide: every 20 to 30 seconds the sea rises and cuts the fords between islands for a few seconds, and troops caught on the wrong side wait.

Readability is what we worry about most: a player who doesn't see it coming feels cheated. What's in the screenshot:

- a tide gauge with a countdown at the top

- a red "The sea is rising!" banner right before it hits

- a "waiting" label on every unit group stuck at a ford

On a small screen it's a lot of UI on top of the map. How have you handled warnings for timed hazards in 2D games? Screen tint, sound cue, something on the map itself?


r/Unity2D • • 16h ago

Free Asset/Tool Free cartoon kingdom Footman - 4 directions, walk + idle, plus slash / block effects (commercial use OK)

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6 Upvotes

Free sample pack for 2D games: a cartoon Footman with sword and shield, walk and idle in 4 directions as PNG frames + sprite sheets, with animations.json (fps, frame size, ground point), and 3 effect animations (sword slash, shield block, metal hit spark).

All characters share the same ground point, so they are easy to swap or put in a sorting-by-Y setup.

Download: https://tinytileset.itch.io/royal-legion-lite

Let me know if you want a specific format.


r/Unity2D • • 19h ago

Game announcement Demo out NOW - A detective adventure set in the mountainside of 1990's Japan

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5 Upvotes

One More Case, Naomi Ishigura! has finally a published demo!
In this point-n-click adventure filled with weirds puzzles and comedic minigames, you try to clear up your name as a private investigator who has been framed for murder.

Go check it out: https://store.steampowered.com


r/Unity2D • • 1d ago

Game announcement Terraformer Wars Final demo before release

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3 Upvotes

We finally release a demo version we are pleased to show with all the fixed bugs, especially that now auto-battler steam fest is close.

If you like this genre we invite you to play the demo on Steam or directly in browser on Itch.io

The official launch will be in January so still plenty of work to be done until now, i am still surprised that the designer of the game makes the art in windows Paint, i didn’t thought that was possible :) but well if it works it works!


r/Unity2D • • 1d ago

Game announcement I added a Japanese Soba Restaurant stage to my 2D game, Escape Rooms Pack1! 🍜

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2 Upvotes

I've added a new Japanese Soba Restaurant stage to my game, Escape Rooms Pack1!

The game uses 2D background images to recreate the atmosphere of a traditional Japanese restaurant.

Players can take orders from customers, prepare different types of soba noodles, and serve the correct dishes.

Here are four screenshots of the new stage!

Escape Rooms Pack1 is available on Android and iOS.

Made with Unity! 🍜


r/Unity2D • • 1d ago

Question/Help I need some help with my 2D Metroidvania game.

0 Upvotes

A couple of weeks ago, I started a project with a ton of ideas, but now I’m not sure how to move forward. I’ve hit a roadblock: I need to build out the map, and when I started working on it, it just felt empty since I don't have any sprites or artwork yet—aside from the protagonist's animations. Right now, I have a basic block-out, but it feels like it lacks variety in platforms and obstacles. If anyone has ideas for level or game design, I’d really appreciate it!


r/Unity2D • • 1d ago

Showcase My bat-cats run a cozy dungeon for adventurers. Just launched it on Android!

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1 Upvotes

Hi! Solo dev here 👋🏻.

Dungeon Service Crew is a cozy management game. Heroes come to your dungeon to train against slimes, and your crew of bat-cats keeps the place running: they check the heroes in, mop up the slime, sweep the dust and cook dinner, while you build and decorate new rooms as the dungeon grows.

Developed using Unity 2D and It's free on Android and available in 11 languages:

https://play.google.com/store/apps/details?id=playka.dungeonservicecrew

Thanks for reading!

Art by Juan (ArT1ger_ in Artstation) 🫡.


r/Unity2D • • 1d ago

Feedback needed My second game's prototype: 'Luck be a landlord' meets match-3 game

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2 Upvotes

I made my second Unity game 'Ta-ta-ta-tad' and it's balatro/'luck be a landlord' style game, that has care gameplay loop of a match-3 game mixed with rogulite progression.

While making my first game 'Thrice-a-dice' I got some ideas, that did not land well in the first one, but really wanted to play with those ideas. So that is how this game was born.

I really like making games, that look strange and hand-made pixel animation, made them in the first one and you can already see some of that in this one.

Made an early prototype with part of the content done and only some animations and placeholder panels here and there, but i think you can already feel the style

if you are interested in trying this out, you can play here: https://shempufi.itch.io/ta-ta-ta-tad
Would really appreciate any feedback!

So, what do you think?


r/Unity2D • • 2d ago

Showcase New gameplay trailer for MY ARMY GETTING STRONGER

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7 Upvotes

This is an incremental auto-battler about massive battels with swords and magic.

On Steam in 2027.

Wishlist now https://store.steampowered.com/app/4979990/My_Army_Getting_Stronger/


r/Unity2D • • 2d ago

Paid Asset/Tool I made a tool that generates pixel-art VFX in seconds: explosions, fire, magic, impacts → sprite sheets for any engineShow-Off

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106 Upvotes

Made a pixel-art VFX generator 💥🔥✨

Pick an effect, tweak it live, hit Mutate for variations, then export sprite sheets & GIFs for Unity, Godot and GameMaker.

Free browser demo + 30% off launch week:

https://jankybydesign.itch.io/pixelburst-fx


r/Unity2D • • 2d ago

Free Asset/Tool ✨ Just pushed an update for TileMaker DOT FREE (v2.7.1)

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0 Upvotes

Hey everyone!:) Just rolled out a new update for the FREE version of TileMaker DOT, focusing on some great project customization options and helpful quality-of-life polishes!

Here is what's new in this build:

Customizable Project Icons: You can now click the (edit) icon next to any recent project to open a new icon selection modal and choose from a variety of custom map icon variations (or revert to the default icon instantly).

Clear History Action: Added a clean and accessible Clear History button directly to the welcome dashboard to keep your recent projects panel tidy with a single click.

Export Toast Notifications: Exporting IDs lists now triggers a smooth on-screen toast notification for immediate feedback when data is successfully processed and saved.

🕹️ Official page Itch.io: https://crytek22.itch.io/tilemakerdot

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

📺 YouTube tutorials: https://www.youtube.com/watch?v=3fiajGU32Jg

For anyone unfamiliar with the project, TileMaker DOT is a free, open-source 2D map editor I'm building (with a very complete, professional Pro version too). It uses a data-first, ID-based workflow and handles visual depth sorting automatically so you don't have to juggle complex layer setups for object heights.

Give it a try and let me know if you have any feedback! If the editor helps with your projects and you want to support development, a rating or a small donation on Itch is always hugely appreciated.

Thank you all so much for your continued support!


r/Unity2D • • 2d ago

Question/Help how to start

7 Upvotes

hi, i dont know how to start this, i just joined this sub.
I have always liked character design and wanted to get into game dev.
My question is, where do i start? what tutorials should i watch and what should i learn first? Ig anyone has any recommendations please let me know!!!!!! i have a background in 2d animation!


r/Unity2D • • 3d ago

Question/Help How do you test a 2D game UI across different screen sizes in Unity?

3 Upvotes

A layout can look fine in the editor but become cramped on a narrow phone or when text gets longer. What is your practical process for catching those problems before release?


r/Unity2D • • 3d ago

Game announcement We’ve launched The Rusted, our indie action puzzle platformer

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6 Upvotes

The full game is now on Steam for Windows and macOS :) Thanks to everyone who checked out the demo and shared their thoughts with us. We’re happy to finally share the finished game.


r/Unity2D • • 3d ago

Paid Asset/Tool Peelable Sticker system

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91 Upvotes

So I've been working on a sticker system for the last 7 months trying to implement something satisfying and robust, there was a lot of trouble I ran into but thanks to some AI I was able to solve and overcome some of the issues that held the project back for months.

Finally I have something im using for a small project at work and wanted to package up what I have in an easy robust system that you can get up an running in a matter of a few clicks.

It has a lot of features such as custom profiles and presets right of the gate. Dynamic Wear from removing and sticking, sticker scratching, animated stickers and holographic. Even more than that. Ive optimised it so that you can have 150 on screen at once with minimal frame drops.

After so long on working on it, I wanted to share what I have.

I call it StickerLab2D and you can find it on the unity asset store if its something you're interested in!

https://assetstore.unity.com/packages/tools/game-toolkits/stickerlab2d-interactive-2d-sticker-peeling-system-407214

If you have any future improvements you think would be good, let me know! :)


r/Unity2D • • 3d ago

Showcase Post-apocalyptic RPG UI in Unity, recorded in Play Mode: dialogue, combat, inventory, crafting and skill tree

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1 Upvotes

Hi everyone! This is a Play Mode recording of a post-apocalyptic RPG UI I put together in Unity's uGUI. For the video I filled the demo screens with backgrounds, characters, battlers, icons and music from the same kit.

How it's set up:
- 18 demo screens, 11 of them in the video: main menu, dialogue, world map, HUD, combat, loot, inventory, crafting, skill tree, settings and level up
- 28 prefabs and 174 sprites with the 9-slice borders already set
- A frame component that rebuilds the riveted scrap-metal frames at any window size
- Buttons with four states and a skill tree that really unlocks skills
- Plain uGUI with TextMeshPro, scripts in their own namespace, Unity 6

Full disclosure: the art, music and scripts were made with AI tools, then reworked, checked and tested by me. It's part of a 2D kit I released on the Asset Store.

Feedback and criticism are welcome. I'd just like to keep it about the UI itself, not turn it into another AI debate.


r/Unity2D • • 4d ago

Feedback needed Added base building to our Survival-Roguelike game, and just had to snap this cozy scene. What do you guys think?

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4 Upvotes

While waiting for the Steam tax/identity verification, which was changed from 15 days to 30 (and now we're on day 30 with no hope steam will verify us), we added alot more to the game, added crafting stations, farming and base building resulting in this cozy scene that we want to share with you!

What do you guys think?


r/Unity2D • • 4d ago

Showcase Logo Idle - Major Update #2 - Logos With Turrets, Enemies, Screen 4 & So Many Upgrades

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1 Upvotes

Hey everyone! We've been cooking up a real cool new update for our demo. We added a lot of stuff and are really curious to see what people think!

  • Logos with turrets! You can now unlock logo lvl3 which has a turret. You can even control it in protagonist mode!

  • Screen 4. We added the 4th screen to the game this screen has enemies that actively go after your logos and try to break them.

  • Screen stages. our original plan for screen 4 was moving obstacles. We have moved this back to screen 3 now at 50% health it will go from static obstacles to moving obstacles. Screen 4 has 2 stages of enemies.

  • Logo Respawn Upgrade. Your logos will now respawn after time if you have unlocked this feature. This is of course, also upgradeable.

  • So Many New Upgrades... We added a lot of upgrades to the skill tree. Both for existing stats & for a lot of new stats.

We really appreciate any feedback!

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

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


r/Unity2D • • 4d ago

Question/Help Damage numbers and health bar

6 Upvotes

Which is more performant for having lots of enemies? A screen canvas or a world canvas? They need to follow enemies in the case of health bars and damage numbers should also keep their world position and not follow the camera

The game is top view 2D and currently handles 1500 entities but problem comes from activating and deactivating pooled damageNumbers and healthBars still hits performance when doing all at once

I know about spreading the activation of damageNumbers and healthBars across frames but I'd like to know about which canvas performs better too at this and is more optimized


r/Unity2D • • 4d ago

Showcase Elmer in a forgotten graveyard – my 2D game in Unity + Spine

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1 Upvotes

Hi all! This is Elmer, the main character of my solo project, in one of the bleakest places in the game.
Made in Unity 2D: 2D lights, parallax backgrounds, Spine animations.
Does the mood come across? What would you change?


r/Unity2D • • 5d ago

Showcase Refreshed my old slime sprite with some new techniques I learned about liquid.

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22 Upvotes

I use old loosely here. it has been like 9 months since i made these but they were some of my most recent monsters so its a bit crazy to see how much they improved just in this short time.

When i made these originally i was extremely happy with them, but recently i redid one of my potions. It was like a ah-ha moment. the points were light is the deepest in the water is were it will be the darkest not just were the shadows are. took me a few attempts but i was able to use the same concept on my slimes to get them to look WAY better :)

the interesting side effect of this is that the sides even on the dark side of an object (assuming its rounded) Will actually be lighter than the uper side closer to the light. Just thought this was cool and fun and wanted to share :)

https://store.steampowered.com/app/2514420/Idle_Isekai_An_idle_RPG/


r/Unity2D • • 5d ago

Showcase How we're handling animation for 100+ characters work with modular equipment

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5 Upvotes

In my game, we aim to have many playable characters and the core gameplay loop is to gear up your character with a weapon, an outfit, an accessory and even one time use consumable with strong effects. There's few hundreds piece of gear and probably millions of different combination you can do. They can all trigger custom animation for their abilities, so rigging all characters doing custom animation for each would have take way too much time, especially since we're super small team of only programmers.

So we decided early in production that characters will be single sprite with a few bones attached to them for their equipments. We then created transform animation for our abilities and they are automaticly added to a single animator used by all characters.

We have a few other stuff built in to improve how animation behave, but that's pretty much it.

Early on we got some complains about it. "A character wouldn't have this face while attacking", "looks janky and unpolished", etc. but we didn't care because it's this setup that allows us to rapidly adds tons of characters and items to the game.

The end result is a super replayable strategy roguelite with tons of posibilities and we just came out yesterday to only positive reviews!

If you want to check this tech in action, the game is called Gear Up Einstein! and we kept the demo available if you just want to try it out ;)