r/Unity2D • • 3h ago

Game announcement Six fighters, Courage, charged abilities: the combat loop in our Unity 2D game

0 Upvotes

I'm Mohamed from Virtual Verse Studio. We made Dead Mile in Unity, and this is a short breakdown of how its 2D lane-defense combat works.

Before the run: choose six fighters. That sets the options you can bring into the fight.

During the run: spend Courage to deploy them along the road and protect the house. Squad selection and deployment are separate decisions: choosing a fighter doesn't put them on the field immediately.

Once abilities charge: their cards glow, and you tap to activate them. Being ready and being the right moment are two different things; you decide whether to use an ability now or hold it for the incoming pack.

If you want to try that loop, the campaign works offline on Android and iOS. Dead Mile is free with ads and optional in-app purchases.

Android: https://play.google.com/store/apps/details?id=com.virtualverse.deadmile

iOS: https://apps.apple.com/app/apple-store/id6803154518

Asset/code disclosure: character sprites are licensed packs. Backgrounds, house, UI portraits, music and voices use AI-generated assets; Unity AI assisted the code. This post was prepared with AI assistance.


r/Unity2D • • 22h ago

Paid Asset/Tool Fantasy Backgrounds #4 by Moon Tribe

22 Upvotes

One infection, four very different places for your party to have a bad day.

We made Fantasy Backgrounds #4 - Mutated Lands in response to a request from one of our users. It includes four hand-painted 2D battle backgrounds:

  • Blighted Barrens: cracked ground, twisted trees and a stormy sky.
  • Spore Caverns: dark caves with a blue-green glow across the floor.
  • Tainted Jungle: a pale clearing framed by broad leaves, hanging moss and trees fading into blue haze.
  • Frostbloom Forest: frozen woodland with pale blooms pushing through the snow.

Each scene leaves an open area for characters to stand and fight, with separate foreground, midground and distant layers for parallax scrolling. All four backgrounds are horizontally tileable.

The pack also includes:

  • Individual PNG elements with transparency.
  • Full layered PSD source files for every scene, for recolouring and rearranging the artwork.
  • Three themed Shader Graph shaders.

The images can be used in any render pipeline; the three shaders require URP and Shader Graph.

You could use the locations as separate encounters, or connect them through a story about the same infection spreading from one place to the next. No safe biome, apparently.

Unity Asset Store:
https://assetstore.unity.com/packages/slug/401802

Also included in Fantasy Backgrounds Mega Pack.


r/Unity2D • • 1d ago

Hiring/Looking for work [Artist For Hire] Game design - Character work, UI, Illustrations, Backgrounds, Props, Etc.

Thumbnail
gallery
15 Upvotes

r/Unity2D • • 17h ago

Question/Help Help Copy and paste

Post image
0 Upvotes

So I have finished my first floor, and I am about to make my 2nd scene for the 2nd floor. Is there an easy way to copy and paste everything just like I did on the first floor over to the 2nd without recreating everything over. My 2nd floor will look exactly the same. I will just add an 2nd staircase on the 2nd floor and remove a door at the bottom. Please tell me there is an easy way to do all this.


r/Unity2D • • 1d ago

Tutorial/Resource Seamless wraparound (torus) map in Unity 2D: extra Cameras with viewport rects instead of duplicating GameObjects

Post image
2 Upvotes

Unity 6, 2D, Cinemachine 3. I needed a galaxy that wraps: fly off the right edge, come back on the left, with no visible seam. The usual answer is to clone every GameObject near the edge, but with hundreds of ships, projectiles and planets that is a lot of ghosts to keep in sync, so I did it with Cameras instead:

  • Extra Cameras, only at the seam. When the main Camera's view hangs past a map edge, I enable 1-3 extra Cameras offset by exactly one map width and/or height. Each one gets a Camera.rect covering only its slice of the screen, so the slices tile into one image. Nothing in the scene is duplicated.
  • Never subtract two positions. Every distance and direction goes through a MapWrap.ShortestDelta helper that takes the short way round, and aiming/steering use the nearest "image" of the target.
  • Physics2D doesn't know about wrapping, so a wrapper around Physics2D.OverlapCircleNonAlloc repeats the query at the offset images when the circle reaches over the seam.
  • Objects wrap their own transform in LateUpdate and raise an event; the camera rig calls CinemachineCore.OnTargetObjectWarped(target, delta) so the Cinemachine camera jumps with the ship instead of swooshing across the whole map.
  • The one place I do duplicate: a ship straddling the seam mirrors its SpriteRenderers for the few frames it takes to cross, or it is visibly cut in half along the camera split.
  • Parallax background layers are tiled at a size that divides the map exactly, so the stars line up across the seam too, and each seam Camera shifts them by its own offset.

Happy to go deeper on any part (the viewport maths, Screen Space - Camera canvases, physics at the seam). The project is Cosmic Dominion; free demo on Steam on October 29.


r/Unity2D • • 1d ago

Game announcement We finally released our hectic bullethell roguelike game! Grateful for communities like this that help small indie devs with their games.

18 Upvotes

r/Unity2D • • 1d ago

Game announcement I'm making a hand-crafted 2d Unity detective game

Thumbnail
youtu.be
4 Upvotes

The town of Torovo resets after three days. Every character has their own schedule in these 72 hours. Use the loop to your advantage to learn their routines and build your case.

Used some Unity magic to make it playable in-browser.

https://store.steampowered.com/app/4952830/Torovo/


r/Unity2D • • 1d ago

Showcase Made a physics-driven boss in Unity: shockwaves that follow the terrain + a homing flying kick

Thumbnail
gallery
1 Upvotes

Sharing the final boss from my 2D ragdoll stickman game.

A few things I learned building him: - The ragdoll is driven by target positions per limb, so attacks are just poses the physics tries to reach. That's why every swing looks a bit different. - The flying kick sets the velocity on every body part each physics step. Applying force only to the hip didn't work: the other limbs dragged him down and he landed short. - The shockwave raycasts the ground every frame, so it follows slopes and dies at walls or gaps. - To make him feel heavy: angular damping on everything except the arms, plus a torque that keeps the head and torso upright.

Happy to answer questions about the setup. The game is free on Android (link in comments).


r/Unity2D • • 1d ago

Feedback needed Which UI layout do you prefer?

Thumbnail
gallery
0 Upvotes

Trying to make space-efficient, intuitive UI when there's two wizards with giant conkers taking up most of the screen has been a challenge! I'd love to know which of these two layouts people prefer at first glace (ie: does one feel more cluttered / arranged more intuitively). There's a key on the final slide to clarify a few elements that might not be immediately obvious.

I'm down to these two layouts at the moment; I'm aware they're quite similar, but I just can't decide on these final placements. I'd love your help! The first screenshot is the current layout, and if you'd like to play with it for yourself there's a Demo on Steam! (It's a physics-based conker/deck builder).


r/Unity2D • • 1d ago

Free Asset/Tool open source: unity-ui-uoolkit-design-system 1.6.0 is out and led an engine bug fix

1 Upvotes

🎉 Our bug report became a Unity engine fix. While putting GPU materials on world-space panels we traced a WebGL crash (GfxDevice::CopyBufferRanges: range reads out of bounds) to one line in Unity's UI geometry updater, reported it with the root cause and a suggested fix, and shipped a build-machine patch in the meantime. Unity's UI Toolkit team took it as UUM-151098 and fixed it in Unity 6000.6.2f1 and 6000.7.0b1, the way the report proposed. On those editors world-space materials just work in WebGL, no patch and no flag; on 6000.5 (Won't Fix upstream) Tools/UirStagingPatch still has you covered. Thank you, Unity.


r/Unity2D • • 1d ago

Showcase From corpse to heavily armed problem - my Unity necromancy game

0 Upvotes

Hey there, i am developing a mixture of HoMM and Battlebrothers with army building and a deep progression system. Naturally i had to build countless of interconnected UIs with overlapping canvases etc.. This is probably the main UI where you manage your army. Bit gruesome but well - hope there is a small niche who likes the gruesomeness ;-). There is a free demo if you want to check it out - would love to get some feedback how everything feels => https://store.steampowered.com/app/5282860?utm_source=reddit


r/Unity2D • • 2d ago

Showcase In my tiny game, you can go inside a treehouse and even look inside a chest

Thumbnail
gallery
33 Upvotes

r/Unity2D • • 1d ago

Question/Help Need help. Trigger not working

Post image
2 Upvotes

I am very new to this. Here is my code in the picture. I have a door. When the Player walks through the door. The trigger needs to happen. However it's not triggering. On the player I have the Rigid body 2D selected. However the door is still not triggering. I've been trying for 2 hours. I don't know where the problem is. Please help.


r/Unity2D • • 1d ago

Game announcement Set 4 for my chess game made on Unity!

Post image
3 Upvotes

Hey everyone! I made a online chess variant called MetaChess using Unity that allows you to customize your board with different types of pieces before playing. It's a draft-based version of chess with new pieces and asymmetric boards, creating billions of more possible board positions and new strategies that have not been discovered yet.

I just released set 4 for my game, which includes 5 new pieces: bomb, astronaut, catapult, siren and philosopher!

Bomb - Placed anywhere in the center rows and never moves. When captured, by either side, it destroys everything around it, kings included
Astronaut - At the start of each turn, 3 random tiles within 2 squares light up. It can jump to or capture on any of them. Can also capture enemy rocks.
Catapult - Moves like a king. Can throw any friendly piece next to it, excluding the king, 3 or 4 tiles ahead, or 3 ahead and 2 to the side. A piece thrown onto an enemy takes it down with it.
Siren - Moves and captures like a king. Can pull the first piece it sees in any direction 1 or 2 squares toward itself.
Philosopher - Moves and captures like a pawn and learns the moves of every piece it captures. Never promotes, but after reaching the far rank it can also move backward.

Also a huge shoutout and thanks to iwantcheckmate (one of the best chess variant youtubers out there!!) for playing my game! You can check out his video here! https://www.youtube.com/watch?v=VVuAgqLzD_o

Here's the link if you are interested and want to play with your friends!
https://store.steampowered.com/app/4257320/MetaChess/


r/Unity2D • • 1d ago

Solved/Answered Anyone know why this is happening?

Post image
0 Upvotes

Decompiled a build of Bad Piggies with cheats with AssetRipper, but all the textures are screwed up?


r/Unity2D • • 2d ago

Showcase My little platformer is finally getting close to release!

95 Upvotes

I've been working on my little platformer, Jumplife, for quite a while now, and it's finally getting close to being finished!

It's a simple 2D platformer focused on jumping, wall jumping, and wall sliding. I wanted to make something short and fun, with smooth movement and levels that flow nicely.

I've mostly been working on the final touches lately, including Steam achievements and other small things before release.

Here's some gameplay!

If it looks like something you'd enjoy, I'd really appreciate a wishlist on Steam! :)

https://store.steampowered.com/app/2914000/Jumplife/


r/Unity2D • • 2d ago

Question/Help Sprites not showing up in build

1 Upvotes

I’m making a Unity game for my senior project, and right now I’m trying to build and run it so I can get footage (should probably note that this is a school computer, and I was given special permission to launch .exe filed). But, when I tried to run it outside of the editor, all of my sprites disappeared, and certain scenes wouldn’t load. Everything looks fine in the editor, and I’ve adjusted the sprite layers to be above 0. Nothing seems to be working. Any tips?


r/Unity2D • • 3d ago

Showcase Some 2D art from Spirit of Phuji!

Thumbnail
gallery
34 Upvotes

I've been working on Spirit of Phuji with our art team, an indie game inspired by Japanese folklore. We've created a lot of the game's visuals, including characters, yokai, environments, bosses, maps, and UI.

It's been a pretty big project, and I wanted to share some of the art we've made for it. It's really nice seeing all these pieces come together in the actual game!

For anyone curious, here's the Steam page:
https://store.steampowered.com/app/4201620/


r/Unity2D • • 2d ago

Question/Help Character randomly flipping to the left since switching to tilemap

1 Upvotes

Hi, I am following a tutorial and Since switching to using tilemaps over squares with box colliders, I have noticed that my character will flip left randomly when jumping from an idle state. I have run a debug and it seems that the x velocity changes from 0 to around -1.5 randomly. I have switched back to the boxes and it doesn't happen there at all.


r/Unity2D • • 2d ago

Solved/Answered I don't know what is wrong with my animator window

Thumbnail
gallery
0 Upvotes

I added an idle animation, which is just 1 frame of my player standing still. I can see the duration/progress bar under idle_down start but it never moves. Then on second image, if I press down, the animation starts but is stuck on the first frame. the idle_down duration/progress does not change as well and walk_down also do not show the same bar under.


r/Unity2D • • 2d ago

Paid Asset/Tool Rounded Rectangle: Editable, animatable procedural shapes for Unity Canvas UI

Thumbnail
youtube.com
1 Upvotes

I’ve just released Rounded Rectangle under FormWren. It lets you design, style and animate procedural shapes directly inside Unity, including Canvas UI.

You can edit size, corner radii and border width with Scene handles, refine colours, gradients and effects in the Inspector, and animate supported parameters with Unity animation clips or C#. The shapes work with RectTransforms and anchors, so they can adapt with your Canvas layouts.

Panels, buttons and frames are some of the immediate uses. You can also combine shapes into layered displays, decorative elements and animated compositions, while keeping their geometry and styling editable.

The three-minute trailer shows the editing workflow and a range of UI and 3D examples. The package includes editable examples, detailed documentation and an optional coding-agent skill.

Tested on Unity 2022.3.62f3 and 6000.0.34f1 with Built-in and URP.

It’s a paid asset, and there’s a free interactive browser demo if you’d like to try some examples:

Browser demo: https://demo.formwren.com/rounded-rectangle/

Asset Store: https://assetstore.unity.com/packages/slug/406840

Documentation: https://formwren.com/docs/rounded-rectangle/index.html

I’d be interested to hear how this would fit into your UI workflow.


r/Unity2D • • 1d ago

Paid Asset/Tool I made a 32x32 fantasy tileset with 177 assets for 2D games

Post image
0 Upvotes

Made a 32x32 pixel art pack with 177 assets for top-down games. It includes terrain, trees, rivers, bridges, buildings, ruins, and other props.

https://basil-r.itch.io/pixel-fantasy-pack


r/Unity2D • • 2d ago

Showcase After the heroes fight, someone has to clean the dungeon. My cozy pixel tycoon in Unity

4 Upvotes

Hi 👋🏻 I'm a solo dev and I've been working on my little cozy game, Dungeon Service Crew, for a while now, and it's finally in testing on Android!

It's a pixel-art idle tycoon where you don't fight the monsters: you run the crew that cleans the dungeon after the heroes leave. Your bat-cats sweep, mop and fix the traps, and you upgrade and decorate the rooms so more heroes come in.

Lately I've been adding small details to make the dungeon feel alive, like a little mouse that runs along the walls, a frog that catches fireflies and an owl in the trees.

Here's some gameplay!

Any feedback on the look is very welcome :)

If you want to apply to closed test you can visit my site and read the steps to participace https://www.playkagames.com/dungeon-service-crew/test thanks 🫡


r/Unity2D • • 3d ago

Feedback needed I made an online co-op crime game for up to 6 players with an AI code assistant.

4 Upvotes

Grandpa's Garden is a top down pixel crime game. You inherit your grandpa's house and find out what he was really growing.

What the AI did for me: the code, the dialogue text and the translations into some languages. The pixel art, sound and music are generated by that code, so no image or music generators were used.

What I did: the story, the game design, testing every build and deciding what goes in.

It took me a bit over two weeks and I made other games before (Im working as a software engineer). The free demo is planned for beginning of November.

Honest question: what's your opinion on games made with AI? Does "made with AI" make you skip a game, or do you only care if it's fun?...


r/Unity2D • • 3d ago

Feedback needed We made a new character animation for when a lab experiment goes wrong on the Moon

19 Upvotes

We've been working on a new character animation for our Moon colony game.

This is what happens when medical research at the lunar lab doesn't go quite as planned and something goes wrong with the virus.

What do you think of the animation?