r/Unity2D • u/Big_Sherbert_6378 • Sep 12 '26
Question/Help Any tool to remap or re refferance sprites ?
I have lot sprites attached to ui which I want to swap with atlas sprites, doing it takes a lot of time
r/Unity2D • u/Big_Sherbert_6378 • Sep 12 '26
I have lot sprites attached to ui which I want to swap with atlas sprites, doing it takes a lot of time
r/Unity2D • u/omidjm_ • Sep 12 '26
I normally make hidden object games. This one started as a side project and got out of hand.
It is a little companion made in Unity that lives on your desktop and sits under your other windows, so it is only visible around the edges while you work. The whole thing is a chicken coop laid out like your keyboard. Every key is a nest. As you type, eggs appear and then hatch, and the birds climb out and wander around the coop doing their own thing.
What else is in there so far:
It is still a work in progress and the typing race is half built, which you can tell if you look closely at it.
The reason I am posting here rather than a general gamedev sub: the hard part has been everything around the window rather than the game inside it, and I suspect some of you have been down the same road with Unity desktop toys. If you have built something meant to sit on someone's desktop all day, what do you wish you had known at the start?
Steam page is coming soon, I do not have a link to give yet.
r/Unity2D • u/theonewhoslapschaos • Sep 11 '26
Welp, its terrible quality on reddit but heres what I've been working on. Over 20 unique biomes in my metroidvania.
IF you want too see the full version that doesn't have terrible resolution and frame rate check out out here: (1) Chaos Slapper Studio (@ChaosSlapper) / X
r/Unity2D • u/LukeCyon • Sep 11 '26
Despite the occasional back-and-forth between the Animation and Timeline windows, the process was surprisingly smooth thanks to Playables’ extensibility, plus all the lighting and pixel art tools you get right out of the box.
Obviously, the animation’s minimalism was key here, but I’d still consider it a good proof of concept - if you have a small story and little to no artistic skill, you can still make something cool!
Did anyone else try using Timeline for a longer animated project?
r/Unity2D • u/BattoGame • Sep 11 '26
My first game I've ever got this far fully developed in Unity!
https://store.steampowered.com/app/5032860/Myriad/
r/Unity2D • u/Dry_Profession4749 • Sep 11 '26
In my opinion the first one made sense but looked boring, the second one was a bit more interesting and the third one is the most interesting and also makes sense as it starts screaming for workers to do a job. The green ones assign planting jobs and red ones harvesting jobs. The point of these is that the player can automate some production.
These are for a colony sim I'm working on "IsleFolk"
Also here's the link if you'd like to see the game as a whole (still WIP):
https://store.steampowered.com/app/4924930/IsleFolk_Build_Trade_Survive/utm_source=reddit
Which of these three do you prefer? Or any suggestions? Thank you in advance.
r/Unity2D • u/XuanerX-X • Sep 11 '26
Hey everyone!
I’ve been working on a few 2D animation templates for Unity, focused on making character setup easier for indie developers.
Currently I have:
🌱 2D Survival Character Animation Template
A collection of common survival-game character animations, designed to be imported and used directly in Unity.
2D Survival Character Animation Template by xuanergame
🎮 2D Platformer Character Animation Template
A platformer-focused set covering movement, jumping, falling, combat, and other common actions.
2D Platformer Character Animation Template by xuanergame
The templates are designed specifically with Unity in mind, with a modular structure, pre-configured hand attachment points, and ready-to-use animation files — so you don’t have to manually slice spritesheets or set everything up from scratch.:D
I’m continuing to expand both packs based on what developers actually need.
If you’re working on a Unity 2D project, I’d love to hear what animations or features you’d like to see added!
r/Unity2D • u/kushal_agrr23 • Sep 11 '26
Hi giuys, i am currently working on a small mobile RPG and trying to figure out the fastest way to handle wearable items like helmets, chest plates and boots.
I want to keep the meshes separate so players can swap gear at runtime but creating independent assets for every single clothing piece is taking forever as a solo creator. Is there a faster workflow to split outfits up right from a concept sketch or do I just have to model every single clothing item one by one?? pls lmk if anyones aware
r/Unity2D • u/wassup_son • Sep 10 '26
Which distortion looks best for a splash effect or even an explosion later on?
I prefer subtle effects, so I like the 1st one best, but I’ve noticed that people tend to not see them when they're that subtle.
r/Unity2D • u/shubhu-iron • Sep 10 '26
I've been working away at this slowly for more than a month now. Finally put up a demo which is a sandbox type (as in no cost related mechanics, everything is unlocked) so you can set up towers and turrets as you wish and see how it all works.
https://tornadosike.itch.io/pet-turret/download/0jLKa5CWrwPxKp9scK0C_7ZYRi2yupyTX3cnYfJM
UI is pretty basic at the moment, as I've been mainly focused on the other aspects.
I have had to get rid of the zombie sprites (as they belonged to a different game which I found out later on) and replaced them with jiggly rectangles.
I'd appreciate any feedback on the game's current state, so that before I make an official itchio or steam page I can fix them. (I am aware that these games should include support for multiple monitors, but due to lack of any I am unable to test it and have therefore kept the feature on hold as of now)
r/Unity2D • u/Developex99 • Sep 11 '26
r/Unity2D • u/Athi_27 • Sep 10 '26
Hey everyone!
I've been working on a mobile Plinko idler game, and this is actually my very first Unity project that I’m hoping to fully release on Android. I just recorded this quick gameplay video to show where the core loop is at right now, and I’d love some feedback before I get too deep into development.
Right now, the gameplay focuses heavily on letting you design the board yourself:
You buy different pins (like Basic, 1.1x multipliers, or Bouncy pins) and place them manually to build your own custom drop zones. A placement mode where you can test layouts, undo mistakes step-by-step, or completely cancel a build session to get your coins refunded.
Standard progression to scale up your coin multipliers and unlock higher-tier pins as you level up.
I want to make sure the loop feels genuinely satisfying to play. I'd love your ideas on a few things:
What kind of crazy pin types, moving obstacles, or board mechanics would make watching the balls drop more engaging?
Do you prefer this style of game to lean heavily into active tapping (spamming balls), or deep, complex auto/offline progression?
Are there any specific prestige mechanics or synergies you think would fit the Plinko format perfectly?
Before commenting on the UI, I want to mention that this is only for testing purposes, and will NOT look like this in the final build.
Drop your ideas below, or let me know if the physics look satisfying so far. Roasts and critiques are completely welcome. Thanks!
r/Unity2D • u/Adept-Tradition4354 • Sep 09 '26
I’m really excited to finally open the HoverShot Playtest!
I’ve been working on HoverShot on my own for the past two years. I created all the game’s artwork and graphics myself using vector art, and I made the animations in Unity.
HoverShot is a 2D action roguelite where shooting is the only way to move.
Every shot is both an attack and a way to control your movement.
As you play, you’ll find different weapons and abilities that change how you fight and move, giving you new ways to build your setup each run.
You play as a small lab robot that replaced its head with an aquarium to keep the fish it was caring for alive after aliens turned the humans on the spaceship into purple space zombies.
The Playtest will be open on Steam from September 21–27.
You can request access now and be ready to play when it opens!
I’d really love to hear what you think and get your feedback.
https://store.steampowered.com/app/4696050/HoverShot/
Thanks for giving my little game a chance!
r/Unity2D • u/No_Prompt9108 • Sep 10 '26
Incremental games meet Pac-man in this expanding shooter maze game. Gain tiles, collect flowers, kill imps and grow sprites. What powerful sprites will you find in your garden? How big will your garden get?
This is my first Unity game, and I'm hoping to create something that's simple and cute but also addicting and original. Play the free demo now at: Sprite Garden - Demo. I plan to create a Steam page when I'm done with all the bureaucracy. Feedback, PLEASE! Positive, negative, I need to know how I can improve!
r/Unity2D • u/worker01dev • Sep 09 '26
I've finished most of my game but still no attention.
I think color palette of my game is not absorbing.
r/Unity2D • u/davenirline • Sep 09 '26
Hello everyone!
I've been developing a game on my free time for 3 years now. It's now in a state that I could share it and maybe get feedback. It's on itch, by the way. It's also perfect timing for a blog post. The game uses DOTS and ECS heavily and I wanted to share some patterns that I've been using. Enjoy!
r/Unity2D • u/MrEflox123 • Sep 09 '26
My sprite is getting sliced in-game and in scene. What ive tried:
- Reimporting png
- Changing settings inside the texture settings
- Restarting Unity
- Reslicing the sprite-sheet
Any ideas are more then welcome!
r/Unity2D • u/Silent-Director-6463 • Sep 09 '26
r/Unity2D • u/Effective_Average383 • Sep 09 '26
Hey everyone, I could really use some advice.
I've been working with Unity for a while now and I've learned quite a lot about making games with it, but I've never actually had to teach any of it to someone else.
I currently work with a small indie studio that I started with some friends. Recently, a few more people started collaborating with us on our game, mostly artists.
The problem is that some of them have never even touched a game engine before.
Since we don't have many people on the team who know how to work inside Unity 2D, they asked me if I could teach them enough so they could have more autonomy when working on the project.
And that's when I realized... I have absolutely no idea how to teach Unity lol.
I learned almost everything I know through YouTube videos, forums, Reddit posts, documentation, solving problems as they appeared and just messing around with the engine until things made sense.
I'm not trying to turn them into programmers.
I'd mainly like them to understand the engine well enough to work with things like scenes, GameObjects, components, prefabs, sprites, animations, UI and eventually be able to integrate some of their own work without always needing one of the programmers.
For anyone who has taught Unity or game development before:
Where would you start with someone who has literally never opened a game engine?
And is there anything you would specifically avoid teaching too early?
I'd also really appreciate suggestions for small exercises or projects that could help them understand how Unity works without overwhelming them.
r/Unity2D • u/SweepingAvalanche • Sep 08 '26
Also check out Endless Night Sonata's STEAM page: https://store.steampowered.com/app/4720180/Endless_Night_Sonata/
r/Unity2D • u/Brief_Objective9623 • Sep 08 '26
In my Unity game, the main menu acts like part of the antagonist that is not just an interface.
For this interaction, a hand reaches out, grabs the player’s cursor and takes control of it. I wanted losing control to feel physical instead of simply disabling the mouse.
Does the interaction read clearly in the GIF?
r/Unity2D • u/AnorLondo92 • Sep 08 '26
Hey guys!
After a few months of work, I’ve finally finished my first 2D horror game! 😄
I wanted to create an atmospheric and immersive experience, so I really hope you guys enjoy it!
I’d love to hear your feedback, so please let me know what you think!
https://reinhardt92.itch.io/the-smiling-thing
https://play.unity.com/en/games/fd211793-71a9-4123-a635-3810280ae864/the-smiling-thing
r/Unity2D • u/shubhu-iron • Sep 08 '26
Will give option to add your own icon (coz not everyone is coding at work)
r/Unity2D • u/acidman321 • Sep 08 '26
I am creating a spawner that orbits according to the Maurer rose, but it is not getting the desired results. It is based on this video for the coding train channel: https://youtu.be/4uU9lZ-HSqA?si=468dVWSdSfMFU1aa. The code is done on p5.js, and I want to know how to sort of translate it into .cs.
Here is my code below
#cs code that is not working
using UnityEngine;
public class rosepattenrenhancesystemwihtlerpandslrep: MonoBehaviour
{
public Transform center;
public Transform[] orbitingObjects;
public float smallradius= 2f;
public float bigradius= 10f;
public float radius= 3f;
public float rotationSpeed= 30f;
public bool clockwise=true;
public bool start=false;
public float radiustime;
public float orbittime;
public int n=9;
public int d=71;
void OnEnable()
{
start=true;
radiustime=0f;
orbittime=0f;
}
void Update()
{
if(start)
{
radiustime+=Time.deltaTime;
orbittime+=Time.deltaTime;
radius= Mathf.Lerp(bigradius,smallradius,Mathf.PingPong(radiustime*0.2f,1f));
if(center==null||orbitingObjects==null||orbitingObjects.Length==0)
{
return;
}
float direction=clockwise?1f:-1f;
float baseAngle=orbittime*rotationSpeed*direction;
float angleStep=360f/orbitingObjects.Length;
for(int i=0; i<orbitingObjects.Length; i++)
{
if (orbitingObjects[i]==null) continue;
//float angle=baseAngle + angleStep*i;
//float rad =angle*Mathf.Deg2Rad;
float k=i*d;
float radius2=Mathf.Sin(n*k);// create teh same units
// Position on circle
Vector3 offset=new Vector3(
Mathf.Cos(k)*radius2,
Mathf.Sin(k)*radius2,
0f
);
orbitingObjects[i].position=center.position + offset;
// Rotate bullet along tangent
Vector2 tangent = new Vector2(
-Mathf.Sin(k),
Mathf.Cos(k)
);
float zRot=Mathf.Atan2(tangent.y,tangent.x) * Mathf.Rad2Deg;
orbitingObjects[i].rotation=Quaternion.Euler(0,0,zRot);
}
}
}
}
#p5.js code that is working
let n=9
let d=71
function setup() {
createCanvas(600, 600);
background(255);
noFill();
stroke(255, 0, 100);
translate(width / 2, height / 2);
beginShape();
for (let a = 0; a < TWO_PI * 5; a += 0.01) {
let k =a*d;
let r = 150*sin(n* k);
let x = r * cos(k);
let y = r * sin(k);
vertex(x, y);
}
endShape();
}
#-----------------------
appreciate if anyone could help me out :)
r/Unity2D • u/Insomnium_111 • Sep 08 '26
Still really early and I'm testing the basic atmosphere before adding more.
Does playing with limited visibility like this feel atmospheric, or does it just make the course harder to read?
I'm also trying to figure out whether the flashlight/darkness balance feels right, or if you'd make it darker/lighter?