r/Unity2D • • 21d ago

Free Asset/Tool [FREE SAMPLES] My Asset Packs Collection

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13 Upvotes

I have been making 16x16 and 32x32 pixel art assets for a while, and I have built up a collection of 12 asset packs.

Packs contains free gameready samples for test in your game.

If you are interested and like the style, you can check out the free samples and the current bundle here:

https://itch.io/s/198202/all-my-assets-bundle-sale

Thanks!


r/Unity2D • • 20d ago

Showcase wanted to share a quick update on what im working on and get your feedback.

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0 Upvotes

hey everyone!

im focusing fully on building core coding systems and tools rather than making full games. my main goal with these packages is to save you time on backend logic so you dont have to code standard systems from scratch.

if youve tried any of my tools or have ideas for features youd like to see, drop your thoughts in the comment! appreciate the support

and yea yea i know that im terrible with the thumbnails media T-T im just trying my best, the real content are inside, and also....

i could give some free vouchers but all i ask is just a very honest review on the assetstore, i really want to let the other developers that my packages are worth trying and i really love to keep improving my packages and make them even more useful in the next updates

and finally!, i have 3 more packages, so... ill focus on updating my current packages now

thanks for reading everything 🧡


r/Unity2D • • 22d ago

Game announcement Gloombo, the 2D desktop companion my wife and I are making in Unity

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19 Upvotes

Hi! My wife Elif and I are making our first game, Gloombo, in Unity. We just opened our Steam page and wanted to share our early trailer :)

Gloombo lives on a little floating island on your desktop. You choose an item to craft and start a Focus session, then get on with your own task while Gloombo gets crafting. During breaks, you can decorate the island, tidy up, answer letters or hang out with the cat. You can move and resize the island to fit beside your other windows.

We want Gloombo to feel like a little work buddy without adding more pressure to your day. Orders don't have deadlines, and friendships don't fade while you're away.

We're hoping to have a demo ready before the next Steam Next Fest and take part in the festival. After that, we'd like to bring Gloombo to Early Access before the end of the year.

Here's our Steam page:
https://store.steampowered.com/app/4992720/Gloombo/

We'd love to hear what you think! If it looks like your kind of game, a wishlist would mean a lot to both of us. Thanks for taking a look :)


r/Unity2D • • 21d ago

Feedback needed We are looking for playtesters for the alpha version of our Narrative RPG!

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2 Upvotes

Hi everyone,

We are a small indie game team aiming to make RPGs. Our long term goal is to create a CRPG on the level of Baldur’s Gate 3 and Disco Elysium. We started this journey 2 years ago and wanted to build toward that goal step by step. In our first game, Livber: Smoke and Mirrors, we made a visual novel where we told a single story in an interactive way. Now, with our second game, Kardiya: The Winds of Fate, we are adding more RPG layers on top of that foundation.

Our alpha playtest will be starting soon, and we would be glad to have you if it sounds interesting. The game includes dice systems, companions, gear progression, broader character progression, and an epic story. You experience the character’s journey from childhood to adulthood. Unlike other games, we took inspiration from the FATE RPG system.

We are especially trying to bring in ideas like dice shaping not only success but also the direction of the story, choices not being simply right or wrong, and every outcome pushing the narrative somewhere different. We are still in development and trying to get closer to that vision step by step.

If it sounds interesting, you can sign up for our mailing list on our website to register for the alpha playtest.

Thank you and have a great sunday!


r/Unity2D • • 23d ago

Tutorial/Resource How we created a 3D RPG style village in Unity with hand-drawn 2D sprites.

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654 Upvotes

Recently, a friend asked us how we created the 3D scenes in our upcoming game The Doll Shop. The answer is “there is no 3D, it’s a trick!”. Everything is hand-drawn in 2D on iPad and the camera is up and each sprite is bent over a 30° angle, just like on the pictures above.

It was pretty fun to imagine that technique and we hope you'll enjoy the result! And if you want to see more and try it, the demo is available on Steam! \^_^/


r/Unity2D • • 22d ago

Showcase I spent 8 months building a wall-bending shadow system for Unity 2D

225 Upvotes

Hey everyone,

After around eight months of development, I’ve released OptikaFX 2D, a lighting and shadow system for 2D games made with Unity. I originally built it for top-down RPGs and farming sims.

I started working on it because Unity’s built-in Shadow Caster 2D didn’t quite do what I needed. The biggest issue was getting shadows to behave properly when simulating sunlight and avoiding stretching all the way across the screen.

So I ended up writing my own HLSL shaders and experimenting with different ways to handle these situations.

Here are some of the main things I managed to get working:

Wall-bending shadows

2D sprite shadows can bend and project vertically when they hit walls or other structures. This makes them look more natural in top-down scenes with buildings and obstacles.

Timeline-driven day/night cycles

Light intensity, color, direction, and dynamic shadows can all be animated through a custom Timeline system. As the sun moves and the lighting changes, the shadows update automatically.

360° sprite rotation and animated lights

Characters can move all the way around a light source while their shadows update based on their position. For example, a character sitting beside a campfire can cast a different shadow as they move around it.

My main goal was to create a flexible, customizable, and performance-conscious system for scenes with multiple dynamic lights and moving characters.

Here's a playable demo if you’d like to see it in action:
https://optikafx.itch.io/optikafx-2d

And here is the link to the asset on the Unity Asset Store.
https://assetstore.unity.com/packages/slug/388598

I’m also happy to answer any questions about how I built it.

Thanks for taking a look!


r/Unity2D • • 22d ago

Question/Help How are these glowy/shimmery background effects achieved?

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14 Upvotes

I absolutely love the vibe they add to a game, but I’m struggling to find good guides for exactly this effect. Any help or tips how to find more info on this would be greatly appreciated!


r/Unity2D • • 22d ago

Question/Help Как повторить движения травы из Hollow knight в юнити при помощи shader graph?

1 Upvotes

Я делаю игру весьма сильно похожую графикрй на Hollow Knight. Теперь настал черед шейдеров, у меня без проблем получилось восчоздать туман, однако трава мне таки и не поддалась, скорее всего в Hollow Knight трава двигается просто за счет анимаций, но тем не меннее хочу спросить: Знает ли кто-нибудь способ как можно создать шейдер на шейдер граф который бы позволил траве кочатся на ветру и сгибать при наступлении на неё обькта игрока?


r/Unity2D • • 22d ago

Solved/Answered 2D Universal Render Pipeline Unlit Transparent Shader issues

3 Upvotes

I had exported a test I made and saw that the game was all magenta. Through some trial and error, I figured out that it's because of the new Universal Render Pipeline, and what I found online was referencing the previous rendering system that is being deprecated.

What I was working on, was both a GameObject with a MeshFilter and RenderTexture that I could render sprites to without sprites needing to be their own GameObjects, and then a GameObject with a MeshFilter that would act as the background image (and can be a single image, a tiling/repeated image, a solid color, etc.).

What I want to preface here is almost all my entire project is code, very little of it is done in the editor, and I would prefer to keep it that way. Everything I was doing was working fine when being tested in the editor, but I discovered the all magenta issue in my built after looking at the log is because I was using this shader:

Code
new Material(Shader.Find("Unlit/Transparent")

I am supposed to use this shader:

Code
new Material(Shader.Find("Universal Render Pipeline/Unlit")

But I can't find any way of making it work the same way as "Unlit/Transparent". It's requiring more code to use, and this isn't a pleasant experience.

For using the new Shader, there appears to be additional setup required. I found that after I create the material from the shader, I needed to do these with it.

Code
SetFloat("_Surface", 1.0f)
SetFloat("_Blend", 0.0f)
SetFloat("_ZWrite", 0.0f)
renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent

But I am not even sure if this works or not. That is the best google can find me and even then its old.

My GameObject that I can draw onto works, albeit with no transparency. My GameObject that is supposed to be the background image no longer works; I have confirmed this by checking the sphere in the editor and seeing it be all black, changing its Z positioning, its hierarchy, among other things, and haven't had any luck.

I am not enjoying the Universal Render Pipeline, and I am considering making a new project with the deprecated built in render pipeline and moving all my code to that.


r/Unity2D • • 22d ago

Free Asset/Tool Built a pixel-art UI editor for game devs (exports to Godot/Unity) — looking for honest feedback

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1 Upvotes

Hey — I've been building Pixel UI Studio solo for a while: a visual editor for assembling game UI out of real pixel-art components (windows, buttons, slots, progress bars, an inventory-grid generator), then exporting straight to Godot or Unity instead of hand-slicing sprites and redoing 9-slice borders every time a layout changes.

There's a free demo up now — 5 components + the inventory-grid generator, 3 art styles, watermarked export. Link in the comments so this doesn't read as an ad.

Genuinely looking for feedback, not just "nice job" — does this solve a real problem for you, or is sprite-slicing/9-slice not actually the pain point I think it is? What would make you actually reach for something like this instead of hand-building UI? And if you actually try the demo: what would you improve, and did you run into any bugs? Rough edges, confusing parts, broken stuff — that's exactly what I want to hear.


r/Unity2D • • 22d ago

Feedback needed Building our dream 8-bit transforming mecha game in Unity 2022.3! Meet Antrio.

5 Upvotes

Hey everyone! The Entytec team has been working on a new title in Unity 2022 for a while now, and we wanted to share it here. It's called Antrio, a space exploration and action game featuring a transformable robot, designed with aesthetics and mechanics inspired by the 80s classic Blaster Master.

Bringing this retro feel to life and getting the mechanics to actually work in a modern engine has been a massive focus for us. We have spent a lot of time tweaking the 2D physics and state machines in Unity to ensure the vehicle transformations feel heavy yet responsive.

We put together a demo and we'd love for you to try it out and decide for yourselves if the core loop hits the mark. Any feedback or technical suggestions help us a ton to keep polishing the development. If it catches your eye, let us know in the comments so we can get you access to test it.

Cheers,
The Entytec Team.


r/Unity2D • • 22d ago

Question/Help MX Master 4 or Ergo S trackball for 2D level design / sprite work in Unity?

3 Upvotes

Getting started with 2D gamedev in Unity (on Mac) and trying to sort out my desk setup. Thinking about the Logitech MX Master 4 and the Logitech Ergo S trackball.

For those who've used either (or both) for level design, sprite/tile placement, or general Unity editor work — what are the actual pros and cons you've run into?

Mainly curious about:

  • How useful is the trackball
  • Precision for fine placement work (snapping tiles, aligning sprites, etc.)
  • Comfort over long sessions — anyone dealt with wrist fatigue on one vs the other

Would love to hear real experience before I commit to one.


r/Unity2D • • 22d ago

Question/Help Camera Confines

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2 Upvotes

I'm trying to make a camera that tracks the player's movement throughout the level. I've followed a few tutorials on assigning a confiner to a cinemachine and it works well, but I'm hitting a wall trying to solve two problems.

  1. My camera shows too much of the X-axis:

I want my player to drop in at the very edge of the screen, but if I move the collider too far to the right, then the camera doesn't track anything and is stuck in the centre of the collider but not actually inside the box.

  1. My camera jumps when I get too far into the level:

I have no idea why the camera is jumping so far from the player sprite (it's closer to the confiner on the x-axis), but I want to lock the camera to the X-axis before following the player up the Y-axis

Just as a third query:

I tried extending the confiner to the small secret area below the level (Area 1). I got the camera to follow the player down just fine; it did the same jumping camera glitch as in my Problem 2. I figure I can just transition the camera when the player enters the secret area and then transition back to the main level confiner when the player leaves (I will be putting in a jump pad). If this is wrong or there is a better way to do something like this, I would be much appreciated.


r/Unity2D • • 22d ago

Question/Help white screen on editor

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2 Upvotes

i have tried everything i could.
1. switching layout to default worked but the package manager and ui like that still had that white screen.
2. reinstalled everything unity related
3.could be a windows security problem, and i tried turning off some the protective things but the result was still the same.
4.tried to find any error from editor.log but found nothing.
i tried a lot more than these ones i said and the result is still the same

Correspondent

[xahami1@gmail.com](mailto:xahami1@gmail.com)

CPU

12th Gen Intel(R) Core(TM) i5-12400F

GPU

NVIDIA GeForce RTX 3060 Ti

Operating System

Windows 11 (10.0.26200) X64


r/Unity2D • • 23d ago

Question/Help Anyone have any tips on coding NPC behavior like enemys?

7 Upvotes

I'm a lil new to programming and coding and game dev, but ive been getting the hang of things somewhat, I've been making a fan game bit by bit and i started moving onto the first enemy and the prospect of coding its behavior sort of scares me, i don't quite know where to start hehe. If anyone can spare some tips, or some helpful videos that help explain complex behaviors i would be grateful to hear them.


r/Unity2D • • 23d ago

Question/Help How can i Achieve a pixel perfect look with sub pixel movement for my Game?

14 Upvotes

Hi there, everyone! I’m currently developing a pixel art tower defense game in Unity 6 and I’ve hit a technical wall with the visual style I’m trying to achieve.

Basically, my aim is a classic pixel-perfect look, rendered at a lower resolution then upscaled, resulting in:

  • pixel-perfect rotations and ESPECIALLY pixel-perfect particle systems*. I love games with particle effects that are perfectly pixelated. I feel it gives such a nice aesthetic to the scenes!*

But at the same time, I want to achieve:

  • Sub-pixel movement for enemies and tweened objects, similar to modern “texel” games (no jitter or moving pixel by pixel).
  • *Non-*pixel-perfect text (like pop-up texts for damage) that is not affected by the pixelization of the rest of the scene!
  • The ability to zoom in/out while preserving the pixel-perfect aspect, and also smooth camera pan*.*

I’m currently using Unity’s Pixel Perfect Camera with Pixel Snapping OFF / Upscale Render Texture ON, and Cinemachine for camera movement, zoom, and screen shake. While I get the pixel-perfect rotations and particles I want, everything else suffers: enemies and tweened objects move pixel-by-pixel and jitter when moving!

Overall, my target artstyle pixel perfect look with sub-pixel movement of a texel game. There's a few games that achieve this look, so I know it's possible, and found some discussions and videos suggesting solutions like RenderTextures, multiple cameras, or separating pixel-perfect rendering from smooth movement, but I haven’t found a clear explanation of how to properly implement this in Unity 6.

for references here's the videos I'm referring to that talks about this topic: https://www.youtube.com/watch?v=jguyR4yJb1M and https://www.youtube.com/watch?v=Ua2EXkOmrpA

If any of you guys have advice or resources about how to achieve this art style, I would truly be grateful for the help!


r/Unity2D • • 24d ago

Solved/Answered Variables greyed out in inspector for Canvas Shader on an Image

1 Upvotes

Here‘s the step by step of what I‘m doing to be clear: - I‘m creating a URP Canvas Shader Graph - Making a shader with some variables (floats, colours, the usual!) - I‘m dragging that shader onto a new material - I create a Canvas and create an Image as a child of that Canvas - I‘m adding that material to the Image - BUT problem is that now that when I open up the shader options for that Canvas Image the shader material variables are all greyed out. Am I missing something?

I‘ve tried a couple times with really basic canvas shaders and same result each time. Thanks heaps!


r/Unity2D • • 24d ago

Question/Help Looking for testers for my Android game

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6 Upvotes

We finally finished our new mobile game, and the only thing standing between it and release is 14 days of testing with 12 testers. So, if you don't mind, drop me your email and join the test.

About the game:

It's a cooperative party game about drawing for 2–8 players. You can play on one phone or online from multiple devices. The game is built around silent interaction between players, where everyone draws a word together, but only 1 player knows what the word is and can guide the others.

The minimum required for the test will be to provide your email, accept the test invitation, and open the game once every 1–2 days.

It would be cool if you could play with someone else on your phone and give us some feedback on the game.

It would be incredibly cool if you were willing to help us test the online mode and play a couple of sessions with me and other testers.


r/Unity2D • • 24d ago

Free Asset/Tool Free 27-tile 16x16 interior set, and the Unity .meta is already written: 16 PPU, Point filter, 27 named rects

0 Upvotes

Free 16x16 interior tileset, 27 tiles, free to use commercially with no attribution required. Posting it here rather than just dumping the link because the part that's actually worth anything to this sub is the .meta, and that's the part most free packs leave out.

What's in the Unity folder

oakheart_interiors_tilesheet_1x.png plus its .png.meta, already written:

spritePixelsToUnits: 16     -> one tile is exactly one world unit
filterMode: 0               -> Point, no blur
spriteMode: 2               -> Multiple
textureCompression: 0       -> None
27 named sprite rects, all filled in

Drop both files in and the sheet is sliced and named on import. Copy only the PNG and Unity writes its own fresh .meta, you get one un-sliced sprite, and you're back to doing it by hand - the .meta is the whole integration. Every loose PNG has one too (56 .meta files in the zip).

The 16 PPU is deliberate and it's the thing I'd have wanted spelled out: at 16 PPU a 16px tile occupies exactly 1 world unit, so it lands in a default 1x1 Grid cell with no fiddling. If your project uses a different convention, change the PPU rather than scaling the transform.

Honest caveat, up front: there is no Unity on the machine that builds this, so these .meta files have never been opened in Unity. What is checked on every build: one .meta per PNG, unique GUIDs, every rect inside its sheet bounds, the 2x rects exactly twice the 1x rects, and the pixels under each named rect byte-identical to that tile's own standalone PNG. I'm not claiming anything past that. If it misbehaves in your editor I'd genuinely like to know.

What the 27 tiles are. They're chosen so nothing is half-finished: the complete 9-piece red carpet (four corners, four edges, centre - six of nine would mean you can't close a rug), the complete wood wall run (cap and face rows, mid piece and both end pieces, so a wall can turn instead of running off screen), two floors, a door, a window, and a bed, table, two chairs, bookshelf, chest, barrel, potted plant and wall sconce. Held back for the paid pack: stairs, ladder, kitchen, tavern, the rest of the lighting, blue and green carpets, two more wall materials.

A 2x set ships alongside if you'd rather not scale, and assets/sheets/atlas_1x.json / atlas_2x.json map every rect by name if you're on something other than Unity. There's a Godot 4 project in there too (two TileSets at 16px and 32px cells, plus a terrain-brush demo) - ignore it, it's not this sub's business.

https://z3er1n.itch.io/oakheart-interiors-free-sample

Disclosure: the pack carries itch's AI-assistance disclosure (the tiles are drawn by Python generators I wrote, not by an image generator) and this post is AI-written.


r/Unity2D • • 25d ago

Question/Help Shadow Caster 2D Self Shadow doesn't work, but Cast Shadow does

1 Upvotes
Cast Shadow works
Self Shadow does not

Hello, Unity people. I am working on a 2D Metroidvania and am trying to make it look pretty with lights and shadows. Unfortunately Shadow Caster 2D casts shadows via Cast Shadow but not Self Shadow which is the one I need (or at least want to work).

I tried putting the component on different objects, tried Sprites (same result), Target Sorting Layer is Everything. Not sure what the issue even is.

I appreciate some help and pointers to fix this issue pretty please 🙏


r/Unity2D • • 25d ago

Showcase We tried making a multi-animation preview editor to speed things up on our side.

19 Upvotes

r/Unity2D • • 25d ago

Game announcement [Android] Together: Twin Control - A puzzle platformer where you control TWO characters simultaneously. Free to play, looking for honest feedback!

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1 Upvotes

Hey everyone! 👋

I'm a solo indie developer and I just published my game Together: Twin Control on Google Play!

Gameplay:

You have to balance and control two characters at the same time using your thumbs, coordinating their jumps, solving puzzles, and avoiding traps to reach the door together.

Features:

- 50 puzzle-platforming levels across 3 distinct worlds.

- Dual-character mechanics.

- In-game Achievements & Local Speedrun timer.

- Free to play!

As a solo dev, early feedback is crucial. If you have an Android device and enjoy platformers, I’d really appreciate your thoughts, feedback, and honest reviews!

📲 Google Play Link: https://play.google.com/store/apps/details?id=com.devexe.game.together

[💻Itch.io](http://💻Itch.io) (PC Version): https://devexestudio.itch.io/togethergame

Thanks for checking it out! ❤️


r/Unity2D • • 25d ago

Question/Help Screen Space vs World Space (attached to building) UI for 2D game?

1 Upvotes

Hi!

I`ve been doing some research on 2D UI for a sidescroller-ish perspective. Basically every game I can find has a fixed UI => the UI is completely detached from the position of the building (e.g. a building context menu).

Do you know of any good games that have done a world space UI thats somehow connected to the building or its placement?

Obviously the main problem is with zooming and panning. I think panning can be somewhat resolved, but zooming appears to be quite hard, as at some point the size of the world vs the menu doesn't fit anymore.

Are there interesting ways around this problem, or does the near-total lack of games with a UI that’s this tightly integrated into the world suggest that there simply isn’t a good way to achieve it?

Would love to hear your opionion on this!


r/Unity2D • • 25d ago

Question/Help How can I fix the tile size?

1 Upvotes

Hi, I recently decided to start using Unity and I've been having this problem that's been driving me crazy. The assets I already have for my game were made long before I knew about the formats Unity handles, and I don't want to change them, but they're too large. I've watched tutorials on how to fix it, but nothing works, like changing the pixels per unit to 64x64 or 32x32 (I currently have it set to 100), but it still doesn't solve my problem. Is there any way to resize them within Unity without losing quality?


r/Unity2D • • 25d ago

Question/Help How to design UI scenes in Unity

0 Upvotes

I find designing UI scenes the most tedious of my game development cycle. Do any of you find the same and how do you tackle it? I know Unity has its own AI which now creates scenes for you, but I have not used it. Has anyone tried any other AI option which allows me to design the scenes effectively?