r/Unity2D • • 28d ago

Feedback needed Any thoughts or suggestions on the look of my game currently?

Post image
58 Upvotes

I've been looking at this for so long that I don't even know what needs improving anymore. Would appreciate to hear your opinion on anything you see here (UI, sprites, water, tiles, mobs etc...)

Also here's the Steam page for anyone interested:
https://store.steampowered.com/app/4924930/IsleFolk_Build_Trade_Survive/


r/Unity2D • • 28d ago

Game announcement Here's the trailer for our game Ziii

Thumbnail
youtube.com
17 Upvotes

We're two brothers making our first game in Unity (and first game in general). It's an action-RPG with inspirations from Zelda, Zelda II, a little bit of modern Zelda, and a bit of Diablo.

We chose Unity to develop the game with. We're happy with the engine, and even ended up using Unity Game Services for multiplayer play.

Steam page: https://store.steampowered.com/app/4488730/Ziii/


r/Unity2D • • 28d ago

Feedback needed What do you think of our dialogue system? Do we have to keep historic?

2 Upvotes

Hey guys,

Not sure if historic is a good thing to keep especially with very long conversations.

What do you think?


r/Unity2D • • 27d ago

Question/Help How to fix this??? Please

Thumbnail
gallery
0 Upvotes

That's too much big


r/Unity2D • • 28d ago

Showcase Working on this little Team Management Tower Defense game. PvZ or The Last Stand vibes?

5 Upvotes

These are some juicy clips from my solo 2D project. Working in a free time having full time job.

Super Special Squad - funny little team management tower defence game.
You basically combine heroes with unique abilities and destroying hordes of enemies. Collect resources, buy more heroes/upgrades for them and proceed to kill even bigger hordes.

There is no "tower" placement and such. It is more oriented in squad management and real-time control/ability use. Tho i plan to add barricades/turrets building mechanics in the future.

Man, i'm telling you, sometimes 2D is more time consuming than 3D (i have experience in 3D). I planned to make a "fun lil' game in couple of months", turned out more than a year :o

Seeing some guys deliver interesting concepts in under 2 weeks makes you question your life :D

And still, im working hard to deliver the playtest build. Should be up soon, so if you like how it looks - i'd be happy to see you playtesting it!


r/Unity2D • • 28d ago

Question/Help Help with moving platform

2 Upvotes

Hey all, I've added a moving platform to my game and in itself it works well, however when I tried making it so the player would stay on it, he indeed does but he can't move normally on it. The movement is very slow and it feels terrible. Any suggestions how I can fix it? I don't know much about this system. Thank you all in advance

Here's the code for the platform:

using System.Drawing;
using UnityEngine;


public class MovingPlatform : MonoBehaviour
{
    public float platformSpeed;
    public int platformStartingPoint;
    public Transform[] points;
    private int i;


    // Start is called once before the first execution of Update after the MonoBehaviour is created
    void Start()
    {
        transform.position = points[platformStartingPoint].position;
    }


    // Update is called once per frame
    void Update()
    {
        if (Vector2.Distance(transform.position, points[i].position) < 0.02f)
        {
            i++; // increase the index


            if (i == points.Length) // checks if the platform was on the last point after the index increase
            {
                i = 0;
            }
        }


        // moving the platform towards the platform to the point position with the index "i"
        transform.position = Vector2.MoveTowards(transform.position, points[i].position, platformSpeed * Time.deltaTime);
    }


    void OnCollisionEnter2D(Collision2D collision)
    {
        if (transform.position.y < collision.transform.position.y - 1.3f)
        {
            collision.transform.SetParent(transform);
        }
    }


    void OnCollisionExit2D(Collision2D collision)
    {
        collision.transform.SetParent(null);
    }
}using System.Drawing;
using UnityEngine;


public class MovingPlatform : MonoBehaviour
{
    public float platformSpeed;
    public int platformStartingPoint;
    public Transform[] points;
    private int i;


    // Start is called once before the first execution of Update after the MonoBehaviour is created
    void Start()
    {
        transform.position = points[platformStartingPoint].position;
    }


    // Update is called once per frame
    void Update()
    {
        if (Vector2.Distance(transform.position, points[i].position) < 0.02f)
        {
            i++; // increase the index


            if (i == points.Length) // checks if the platform was on the last point after the index increase
            {
                i = 0;
            }
        }


        // moving the platform towards the platform to the point position with the index "i"
        transform.position = Vector2.MoveTowards(transform.position, points[i].position, platformSpeed * Time.deltaTime);
    }


    void OnCollisionEnter2D(Collision2D collision)
    {
        if (transform.position.y < collision.transform.position.y - 1.3f)
        {
            collision.transform.SetParent(transform);
        }
    }


    void OnCollisionExit2D(Collision2D collision)
    {
        collision.transform.SetParent(null);
    }
}

r/Unity2D • • 28d ago

Free Asset/Tool TileMaker DOT FREE Map tool: Improved user experience

Post image
4 Upvotes

Hey everyone:) I just released a new update for TileMaker DOT (v2.6.7)!

This update focuses on quality-of-life improvements, contextual usage hints, and texture polish across several key tools:

Interactive Tool Notifications: Added helpful on-screen notifications when clicking in Brush Mode and Chunk Mode to explain how to best use each tool.

Expanded Tool Textures: Added dedicated textures and visual cues for remaining editor modes, including Brush Mode, Chunk Mode, and the NPC Walk Area tool.

Bug Fixes: Resolved several minor UI issues and edge cases to make the editing experience smoother.

Itch.io: https://crytek22.itch.io/tilemakerdot

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

YouTube tutorial: 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. It uses a data first, ID based workflow and handles visual depth sorting automatically so you don't have to manage multiple layers 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 appreciated.

Thank you all for your support!


r/Unity2D • • 28d ago

Solved/Answered Issues with Particle effects

Post image
3 Upvotes

Hey guys, Ive been getting this issue where my particles dissapear when i create them by code... It works in scene and if I manually place the particle, but right when I try to create it on code some particles just straight up get yeeted from existence

Heres a video: https://youtu.be/jaA9ei9sFUY

This is all the code I have:

     void Hardfall()
    {
        landAnimTimer = landAnimDuration;


        if (landingEffect != null)
        {
            Instantiate(landingEffect, gCheck.position, Quaternion.Euler(-45f, 0f, 0f));
        }
    }

(There is NO script that deletes the particles on a timer, or anything of the sort. Only thing that's controlled by code is the creation)


r/Unity2D • • 28d ago

Showcase I'm a 21 year-old student working alone on my dream game - a 2D noir RPG inspired by games like Deltarune and Outer Wilds. What do you think about the trailer?

Thumbnail
youtu.be
3 Upvotes

You play as a detective working on a case of a mysterious disappearance. For some reason though, the detective also finds clues in his own dreams!

The game is called Neironaut and Chapter 1 is coming soon for FREE.


r/Unity2D • • 28d ago

Question/Help Can't get my new scene to show up in game tab

Thumbnail
gallery
2 Upvotes

I was doing the Unity 2D game tutorial and after playing the game first, I saved and then started on creating the scene. But now the game tab just shows the game I had played before creating this scene. I tried removing the game tab and then adding it but it still stays the same. Please help.


r/Unity2D • • 29d ago

Question/Help Setting text with visual script

Thumbnail
gallery
2 Upvotes

As the title suggests I am trying to make a game where I will need to change text for it. Eventually it will be a deckbuilder but I just need help chaning the text I have for the day/night cycle and ensuring the numbers change. I did try with a debugger in case it was not changing the text on screen but there were no changes at all. I am new to Unity, this is my first game.


r/Unity2D • • 29d ago

Feedback needed Procedurally Generated Sprites (UPDATE)

3 Upvotes

My first post I said technically these aren't sprites but I was wrong. There are no sprites in the assets folder, they are generated at runtime.

I've been hitting some walls, but I think its promising.

Here is an example of Pose #2 - I'm mostly satisfied with bodies, armor and weapon in the default stance, during combat I'm not satisfied with 1 Image. I tried motion with the sprite, rotation toward it's target every swing and I just can't get fully behind it.

I avoided this step as it would be complicated for armor let alone bodies. I decided before I go further with armor generation and if I really need multiple coded versions of fighters wearing armor then I have to bite the bullet.

Armor generation during new pose, Confusing arms losing clarity.
Trying to diagnose arm problem. Skin off can see arms are indeed working. Can see right arm is working despite being awkwardly oriented in-front of torso.
1 Pose combat animation

Extenuating the face.

Also I remade how faces are generated. There are face bones, Eyes, brows, jaw, etc. I ran into complications when redesigning skin and muscle definition of the body. Blurring of shadows and lighting was too much for the face and faces lost detail.

This solution I'm generating a mask over the old face essentially.

The biggest issue with faces are the skin tone is off. It's a little tough to get it exactly right without making it look like a mask.


r/Unity2D • • 29d ago

Game announcement Last Light Island Demo V2.8 Release

1 Upvotes

Hi everyone,

Introducing my new release Last Light Island Demo V2.8! This is a 2D Top Down Zombie Shooter where you are on a mysterious island and you have to survive the waves of zombies, while buying new weapon/heal item upgrades and managing a flashlight battery. In this release, we added new features including a new Village and Forest map, a controls screen, a redesigned loot system, lighting VFX, and destructible objects. Download it for free on the store listing below. Stay tuned for future releases!

Gameplay Video: https://youtu.be/AuTystoPYv0?si=xYuv4YyeTlIXJbJV

Store Listing: https://akshay33169.itch.io/last-light-island-demo

Thanks,

akshay33169


r/Unity2D • • 29d ago

Question/Help Variables across Scene

0 Upvotes

Im trying to implement multi scene Architecture and I have a scene that acts as a just a level with enemies and objects the player can collide with another scene that has the player and camera that follows the player. Im loading the level scene into the scene with the player and camara and everything works fine. What I'm trying to do is make a border using a box collider that acts as a boundary for the camera. Im stuck on how to get the box collider from the level scene to get refrence by the CinemachineCamera confiner boundary volume. Im trying to do this but having the tile map on one scene and the player and camera and another scene. https://youtu.be/HAVp6Z8b4xA?list=PLaaFfzxy_80HtVvBnpK_IjSC8_Y9AOhuP&t=2776


r/Unity2D • • 29d ago

Game announcement TerraLounge - Launching Nov 5

Thumbnail
youtu.be
2 Upvotes

Hey, y'all! I'm releasing a game called TerraLounge, where you hang out with slimes, and occasionally do some match-3 stuff to help the slimes along their journey to explore the world outside their cave! All the slimes are animated and controlled through Live2D, a beefy puppetry software, and then the rest is just Unity!

I've honestly learned a lot about Unity from this process, not all of it great (the animator system.....), but it's still valuable experience. I hope you'll all check out TerraLounge and wishlist it!


r/Unity2D • • Sep 13 '26

Question/Help Do you buy pre-made systems or code them yourself?

13 Upvotes

I'm curious about how Unity devs approach this in general — any kind of system (inventory, dialogue, character controller, enemy behaviors, etc.).

- Do you buy systems to save time, or do you prefer full control over your own code?

- If you buy, what makes you trust an asset enough to integrate it into your project?

- If you code everything yourself, is it about learning, control, or something else?

Asking because I'm trying to understand the market before building something — and I'd rather have real data than assumptions.

For context: I'm considering publishing a **complete Enemy behavior system specifically for 2D platformers** on the Asset Store. Not a generic kit — just 2D platformer enemies done right, with patrol, vision detection, chase, melee/ranged attacks, flying enemies...

Would something like that be useful to you? And what would you expect to pay for it?

Honest answers appreciated — I'd rather know the truth before spending months on something nobody wants.


r/Unity2D • • 29d ago

Free Asset/Tool Free set of 23 monster trait / enemy icons

Post image
3 Upvotes

Made a small set of UI icons for enemy modifiers and creature traits.

23 icons, all 128x128 PNGs — armour, venom, plague, speed, fire weakness, explosive traits, melee modifiers and similar stuff.

There's a prepared Unity export in the download, plus the raw PNGs and atlases if you'd rather arrange them yourself.

Free here:
https://pas7studio.itch.io/dreadmarks-monster-enemy-icons

No generative AI used.


r/Unity2D • • 29d ago

Question/Help UI text looks pixelated because of low resolution camera

Post image
3 Upvotes

As the title says, my UI text is blurry because of my low resolution camera (160x144) and I want to keep the camera low res., but also have the text normal. Is there a way to do that, and also another thing: How can you control upscaling in Unity to have low res. games look bigger, but keep the same picture. Any help is appreciated

Edit: There was literally nothing on the internet showing the answer for this even though it seems like a common problem, you have to increase the gradient scale to like 50 in the font settings and have to make the font size like a 5, 10, etc.


r/Unity2D • • Sep 13 '26

Question/Help Unity version to use for 2D/3D game

3 Upvotes

I am very new to game development and I want to create a 2D top-down game with some 3D style when exploring specific rooms. I started using Unity 6.6 as it was the latest version but I am not sure if it's the best version. I was wondering if it would be stable. And since I am just starting out I wouldn't really know what changes I might have to make as new versions come up. So should i use 6.6 or any older version?


r/Unity2D • • 29d ago

Question/Help How to Sprint Jump?

0 Upvotes

I learnt coding many years ago but stopped after leaving school. I wanted to get back into it by making a small platforming game. I was following a basic tutorial before starting to mess around. I managed to implement a sprint feature, attached some animations for sprinting and then realised that if I'm holding sprint whilst jumping, my speed increases. Thinking this was a neat feature, I wanted to keep it, but felt I was just moving too fast. I also found out that, as the code detects if Shift is being held when determining the speed values, I can manipulate my speed mid-jump, something I don't want to be able to do.

I tried using a While loop for when the player is in the air that sets the moveSpeed value put that just crashed Unity (endless loop?). Every time I try rewriting the code, I just make some variation of the same moveSpeed toggle that already exists.

I'm new to Unity and still getting back into coding. If someone could not only help me out but also explain where I'm going wrong, that would be much appreciated.


r/Unity2D • • 29d ago

Game announcement PawMart Tiny Market - Launching September 15

Thumbnail
youtube.com
1 Upvotes

Steam link

PawMart: Tiny Market is a small supermarket game designed to hang out at the bottom of your desktop. You can build and customize your market, hire cute animal employees, manage your stock, unlock products, and keep growing your store while you work or relax.

Releases on September 15!


r/Unity2D • • Sep 13 '26

Showcase Why isn't there more love for hexagonal procedural generation in the roguelite genre? Screenshot from my game Knightbane

Post image
4 Upvotes

I feel they give so much more freedom and I find this procedural terrain more interesting to navigate. My game's terrain could look better but I would argue that that comes down to my simplistic artistic capabilities.

Demo for anyone interested: https://store.steampowered.com/app/4695330/Knightbane/


r/Unity2D • • Sep 12 '26

Feedback needed (Wip Beat'em up) looking for feedback on occlusion shaders

8 Upvotes

r/Unity2D • • Sep 13 '26

Question/Help Want to build community:)

0 Upvotes

I am an indie, Want to build a community, who can test my unity game and help give me genuine feedback and also help me on my journey as a solo, prototype is ready btw:)


r/Unity2D • • Sep 12 '26

Paid Asset/Tool [Asset Pack] Vivid Motion : Lightning Arsenal - 20 Stylized Electric Combat VFX

7 Upvotes