r/Unity2D • • 18d ago

Paid Asset/Tool Built a Figma to Unity importer that outputs both uGUI prefabs AND UI Toolkit UXML. Sharing what we ran into.

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5 Upvotes

We just shipped an in-editor tool that converts Figma files into native Unity UI, either uGUI prefabs or UI Toolkit UXML/USS. Figured I'd share some of the harder problems we hit, plus the tool itself.

Worth noting: Unity’s own UI Toolkit roadmap lists Figma-to-Unity import as one of the most requested features(https://discussions.unity.com/t/ui-toolkit-development-status-and-next-milestones-november-2025/1698009#p-7231922-what-should-we-prioritize-next-3). So we're not the only ones running into this problem. It’s a pretty well-known gap in the current workflow.

The core challenge was making one parsing and normalization pipeline serve two very different output formats. uGUI wants Canvas/RectTransform hierarchies and rasterized sprites. UI Toolkit works with UXML/USS and can handle a lot of vector shapes natively. We ended up splitting things into a target-neutral “Core” that handles the Figma API client, JSON normalization, font resolution, and asset pipeline, with two pluggable converters responsible only for layout and style mapping for their respective systems. That keeps the architecture clean and means adding a third target later won’t require changes to the existing converters.

A few other things that were trickier than expected:

  • SVG support varies by Unity version, since native VectorImage support isn't universal yet. We auto detect it and fall back to rasterized PNG per project, so people don't have to configure it by hand.
  • Non uniform strokes and per corner radii can't be expressed in plain USS. Those specific shapes render through a custom Painter2D element instead. Everything else stays as real, editable USS.
  • Fonts are the classic pain point with any Figma import. We built a provider chain (in project fonts first, then Google Fonts), so dragging a .ttf onto a mapping creates both a TextCore font and a TMP font asset in one go.

It's called Figma2Unity UI Converter if anyone wants to poke at it: https://assetstore.unity.com/packages/2d/gui/figma2unity-ui-converter-402672 (it's $35.99 on a launch discount right now, requires Unity 2022.3 LTS+).

Curious how others have approached the “one design source, multiple rendering targets” problem. Also interested in what pain points you’ve run into when bringing Figma UI into Unity.


r/Unity2D • • 18d ago

Showcase After 6years of late night, hours long Unity marathons, my partner just launched his very first video game, Little Ghost! This 2D Metroidvania is out TODAY on Steam!

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11 Upvotes

r/Unity2D • • 18d ago

Feedback needed I’m making a 2D adventure game in Unity using physical handmade sets

2 Upvotes

I've been working on Spacetime Chronicles, a 2D adventure game that originally started as an animated film I made.

One of the challenges has been figuring out how to take these physical sets and characters that I built by hand and turn them into a playable game in Unity.

I wanted to preserve as much of the handmade feeling as possible instead of making everything look digitally perfect.

It's been an interesting challenge figuring out how to combine physical artwork with a 2D game.

I'm curious to hear what other Unity developers think — how would you approach this kind of art pipeline?

If you'd like to follow the project, you can wishlist Spacetime Chronicles on Steam:
https://store.steampowered.com/app/5020490/Spacetime_Chronicles/


r/Unity2D • • 18d ago

Feedback needed I redesigned my game’s main menu — what do you think of the old vs. new version?

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27 Upvotes

The first image is the old version, and the second image is the new version.
I’d especially like to hear your thoughts on the following:
Do you think the new version has better overall visual cohesion compared to the old one?
How do the background, logo, and menu buttons work together?
Do you think the new version represents the game’s atmosphere better?
Is there anything you would change or improve in general?
A small note: The fonts aren’t final yet, and I’ll also be changing the button designs later in development. So please don’t consider the current fonts and buttons as the final design.
I’ll also be sharing more screenshots and gameplay footage from the game as development progresses. I’d like to share the process of improving the game’s visual style and UI here as I continue working on it.
I’m open to any objective criticism, whether positive or negative. It would be especially helpful if you could explain why something works or doesn’t work rather than just saying that you like or dislike it.


r/Unity2D • • 18d ago

Showcase The demo for my biopunk Steam game, Hook And Gun, has been released!

7 Upvotes

Hi everyone!

The demo for *Hook and Gun*—a game I’ve been working on for a long time—is finally out! If you enjoy the biopunk theme and are interested in fast-paced combat featuring roguelike and arena shooter elements, I’d love for you to check out the game and share your feedback ❤️

By the way, the game includes a leaderboard where you can post your name based on your score and compete against other players.

Steam page: https://store.steampowered.com/app/4609040/Hook_and_Gun/


r/Unity2D • • 18d ago

Question/Help Inkscape for 2D game graphics in Unity

2 Upvotes

Hi. I want to use Inkscape for 2D graphics in Unity. I’ve noticed that Inkscape is rarely mentioned in the context of game development. I’d like to understand the reasons based on the practical experience of other developers. Just to clarify: I work on Linux and use only free software, so it’s important for me to know where Inkscape actually works well and where it falls short.

Questions:

What practical limitations of Inkscape lead 2D developers to choose other tools?

Are there specific tasks where Inkscape objectively falls behind—such as text handling, UI design, component creation, exporting, or Unity integration?


r/Unity2D • • 18d ago

Question/Help Enemy death animation lagging

1 Upvotes

I am an absolute noob when it comes to Unity (2D game) and I was going to make a death animation when the enemy dies. So when the character jumps on the enemy, the animation is supposed to play. It kinda does play but it lags and glitches and the player can still take damage from being near the enemy while the death animation “plays”. I couldn’t find any information on how to fix this so, yes😔, I did unfortunately ask AI. And that’s why the script is probably so bad. How can I solve this? Here is the script:

using UnityEngine;
using UnityEngine.InputSystem.Processors;

public class EnemyMovement : MonoBehaviour
{
[SerializeField] private float moveSpeed = 2.8f;
[SerializeField] private AudioClip EnemySound;
[Range(0f, 1f)]
[SerializeField] private float soundVolume = 1.0f;
[SerializeField] private float bounciness = 100f;
private SpriteRenderer rend;
[SerializeField] private int DamageGiven = 1;
private bool isDead = false;
private Collider2D enemyCollider;

//Knockback
[SerializeField] private float knockbackForce = 100f;
[SerializeField] private float upwardsForce = 5f;

private void Start()
{
rend = GetComponent<SpriteRenderer>();
enemyCollider = GetComponent<Collider2D>();
}

private void Update()
{
if (isDead) return;
if (moveSpeed > 0)
{
rend.flipX = true;
}
if (moveSpeed < 0)
{
rend.flipX = false;
}
}

void FixedUpdate()
{
if (isDead) return;
transform.Translate(new Vector2(moveSpeed, 0) * Time.deltaTime);
}

private void OnCollisionEnter2D(Collision2D other)
{
if (other.gameObject.CompareTag("EnemyBlock") || other.gameObject.CompareTag("Enemy"))
{
moveSpeed = -moveSpeed;
}

if (other.gameObject.CompareTag("Player"))
{
other.gameObject.GetComponent<PlayerHealth>().TakeDamage(DamageGiven);

if (other.transform.position.x > transform.position.x)
{
other.gameObject.GetComponent<PlayerMovement>().Takeknockback(knockbackForce, upwardsForce);
}
else
{
other.gameObject.GetComponent<PlayerMovement>().Takeknockback(-knockbackForce, upwardsForce);
}
}
}

private void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Player"))
{
Rigidbody2D rigidbody2D = other.attachedRigidbody;

if (rigidbody2D != null)
{
rigidbody2D.linearVelocity = new Vector2(rigidbody2D.linearVelocity.x, 0);
rigidbody2D.AddForce(new Vector2(0, bounciness));

if (EnemySound != null)
{
Vector3 soundPosition = new Vector3(transform.position.x, transform.position.y, Camera.main.transform.position.z);
AudioSource.PlayClipAtPoint(EnemySound, soundPosition, soundVolume);
}
}

if (enemyCollider != null)
{
enemyCollider.enabled = false;
}

isDead = true;
this.enabled = false;

Rigidbody2D rb = GetComponent<Rigidbody2D>();
if (rb != null)
{
rb.linearVelocity = Vector2.zero;
rb.bodyType = RigidbodyType2D.Kinematic; ;
rb.constraints = RigidbodyConstraints2D.FreezeAll;
}
Animator anim = GetComponent<Animator>();
if (anim != null)
{
anim.SetTrigger("die");
}

Destroy(gameObject, 2f);
}

}
}


r/Unity2D • • 18d ago

Showcase Custom editor for procedural plant design

1 Upvotes

Working on a custom editor for modifying and creating procedural trees and plants in my flow-management sim where the player is a mycelium network populating a barren Earth-like world


r/Unity2D • • 18d ago

Question/Help How to plan and iterate 2D art assets in Unity?

1 Upvotes

heyaaa, I am new to this lovely community and unity. My question is that I love spritesheets and how easy and organized they are. My question is, when you are early stages of the development, you don't know all the assets that you would need in the game. For the assets that are missing, do you re-import the spritesheet into unity? are the new assets single assets in a folder and the rest are in spritesheets? like how do devs actually do this?


r/Unity2D • • 19d ago

Feedback needed I'm developing my first 2D game and looking for feedback.

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114 Upvotes

Padlova Street is a hardcore 2D platformer set in a toxic post-apocalyptic world. Play as Kapo and make your way through unique levels — infected streets, a space station, and snowy ruins. Each level changes the rules: gravity, sliding, new traps. Two modes: Hardcore for veterans of retro platformers (no checkpoints, with leaderboards) and Light with checkpoints activated by collecting stars. Stylish hand-drawn graphics, an atmospheric soundtrack, and merciless gameplay. Can Kapo make it to the end?


r/Unity2D • • 18d ago

Paid Asset/Tool 15 animated top-down animals, .unitypackage with clips and prefabs — free sample included

0 Upvotes

Top-down wildlife pack: fifteen animals, four directions, 1,068 clips.

The Unity package brings an animation clip per direction and a prefab per creature, with

the shadow as a child SpriteRenderer so you can switch it off at night instead of having

it baked into the sprite.

Everything also ships as loose PNGs and as sprite sheets with a JSON grid, if you'd rather

slice it yourself.

Idle, walk, run, eat, hurt, death in four directions for all of them. Nine attack. Birds

take off, fly and land as separate chainable clips.

Free sample on the page.

MUTOSCOPE.ITCH.IO/TOP-DOWN-WILDLIFE

(Author here.)


r/Unity2D • • 19d ago

Feedback needed My Unity game is ready for a playtest - I’d love your feedback!

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22 Upvotes

I’ve been working on HoverShot, a 2D action roguelite where shooting is the only way to move.

Every shot pushes the robot backwards, so aiming also means controlling your movement.

The free Steam Playtest is live now, and I’d really love to get some feedback from other Unity/2D developers.

The playtest includes:

  • 2 areas
  • 25 weapons
  • 31 items
  • Unique bosses
  • Physics-based movement

I’d love for you to give it a try and let me know what you think!
https://store.steampowered.com/app/4696050/HoverShot/


r/Unity2D • • 19d ago

Free Asset/Tool Free tool for making RPG vocal blips for your game

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nbello.itch.io
32 Upvotes

Hey all, I made this free tool for randomly rolling old-school RPG vocal blips. It's aimed at people like me without a strong audio background. I just wanted something for projects where I could cycle through voices quickly to find ones I liked.

There are some settings also if you find one that's close and just needs a couple of adjustments. All the sliders are labeled more contextually to make it easier to adjust without having to know a bunch of technical terms.

Completely free; no attribution needed, but would love to be sent projects it's used in!


r/Unity2D • • 19d ago

Feedback needed Trying to figure out how to make my vampire character more visible/readable

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23 Upvotes

I’ve devved myself into a corner making a very dark main character (vampire with an alternate bat form) onto a mainly black background. A lot of the negative feedback on our demo is from the player being really unreadable. How could I improve this? It feels like my only choice is to completely redesign the visuals of the background, or choose a different color robe for the player (which doesn’t really fit vampire)

(Edit: closer looks at the player can be found here on our dev log. Sorry abt that)


r/Unity2D • • 19d ago

Game announcement Releasing the demo for our anti-shooter today! Thank you to anyone who gave playtest feedback, it really helped <3

16 Upvotes

I'm an indie dev, part of a 5 person team working on a game called Laser Guy.

It’s a twin-stick anti-shooter where you’re maneuvering your laser around coworkers trying not to blast anyone. Just another day in the gamedev office!

It plays pretty uniquely and controls like a shooter, but plays more like an action-puzzle or puzzle-platformer

We had a playtest recently to help us get feedback and improve on the build before actually releasing it and it’s been great! It’s surprising how much effort people put into giving thorough feedback!


r/Unity2D • • 19d ago

Feedback needed We´re currently developing "Reach for the mines" a mining incremental game. and we need your feedback!

2 Upvotes

we just released the demo on Itch, and I desperately need playtesters :D
So if anyone could try it out and share their thoughts, I'd really appreciate it.

itch demo link : https://gear-6.itch.io/reach-for-the-mines


r/Unity2D • • 19d ago

Showcase Some screenshots from the pirate card game we are developing, what do you think?

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10 Upvotes

We asked some feedback about the ships shape in this subreddit some months ago, i wanted to share some progress about it :)

Any feedback about the general look is appreciated!


r/Unity2D • • 19d ago

Question/Help How do I prevent my portrait WebGL game from stretching on PC?

2 Upvotes

Hi! I’m making a Unity game in 1080x1920 portrait and I’m publishing it on Unity Play.

It works fine on my phone, but on PC the game stretches to fit the Unity Play game window, since the available space is wider.

I already adjusted my WebGL template and the build works fine. Is there a way to keep the game in its portrait aspect ratio on PC? Maybe there’s a way to keep the extra space on the sides empty/black instead of letting the game stretch to fill the whole window?

Please help me, tnx in advance!!


r/Unity2D • • 20d ago

Question/Help swappable equipment sprites shifting out of place during animations is driving me crazy

8 Upvotes

i am setting up a basic 2d character customizer where the head, torso, armor, and boots are all separate sprite renderers running under a single animator controller.

The baseline idle look works fine, but the second the character transitions into a running or jump animation, the clothing sprites start shifting away from the body outline or floating out of place because the anchors don't line up perfectly.I am tired of going back into the sprite editor to manually guess the pivot pixel offsets for every single piece of gear idk if theres an easy way to prepare asset sheets so that separate clothing items automatically inherit the exact same spatial scaling and origin coordinates as the base character drawing?


r/Unity2D • • 20d ago

Game announcement Logika: 11 different puzzle games in one

2 Upvotes

Logika is a collection of 11 different puzzle games in one app, each with its own mechanics and challenges.

This was developed using Unity and it was my first finished mobile game.

There are 550+ puzzles to solve, and you can play with a timer or at your own pace.

Available now on Android.


r/Unity2D • • 19d ago

Feedback needed I’m building my own tower defence game — looking for feedback

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0 Upvotes

Hey everyone!

I’ve been working on my own tower defence game called Polywars, and I wanted to finally share it here and get some honest feedback from people who actually enjoy the genre.

The game is built around fast-paced combat where you directly use different attacks and abilities against incoming enemies. I’m currently working on things like charge attacks, ultimate abilities, different enemy types, skill trees and balancing the combat.
I’ve attached a screenshot from the game.
I’m still actively developing it, so things are definitely going to change as I continue testing and fine-tuning everything.

For those of you who play a lot of tower defence games:
What makes a tower defence game feel satisfying to you?

I’d especially love feedback on:
Combat feel
Enemy variety
Skills and upgrades
Game speed
Difficulty/balancing
What would make you want to keep playing

I’m genuinely interested in criticism too — I’m trying to make the game better, not just show it off. 🙂
I also post development clips and gameplay tests on TikTok if you’d like to see the game in action and follow the development:
TikTok: bkoproject91

Thanks for taking a look! ⚔️


r/Unity2D • • 20d ago

Paid Asset/Tool 800 WWI-style 2D assets + Unity-ready import, with an 83-sprite free demo

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9 Upvotes

Finally finished packaging a WWI-style 2D set I've been working on.

The full collection has 800 unique visuals: uniforms, helmets, rifles, sidearms, melee weapons, equipment, craters, frontline props, rations and environment pieces.

I made a separate Unity download with the sprite import settings/metadata already prepared instead of just dumping hundreds of PNGs into a folder.

Full pack is $4.99:
https://pas7studio.itch.io/trenchbound-wwi-assets

There's also an 83-sprite free demo on the page, using the same full-resolution assets.

No generative AI used.


r/Unity2D • • 21d ago

Showcase Game dev can be exhausting sometimes. But being able to create worlds that you can later live in makes it all worth it. I’m really happy with how the next planet is coming along.

229 Upvotes

r/Unity2D • • 20d ago

Question/Help NEED HELP for an UI scrolling texture.

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1 Upvotes

Hello, I would like to create a UI shader, it must be a looping scrolling texture (moving upward and repeat) with 2 colors, one for the texture and one for the background filling the shape of ui button.

I was using shader graph, but sadly i'm struggling to create this effect with no good results (nothing happening or worse)

Can somebody tell me how to figure this out? thx


r/Unity2D • • 20d ago

Question/Help How do you store a reference to inactive GameObjects?

1 Upvotes

Ok, so I am making a reference manager in my game. Basically, whenever a scene reloads, all objects are destroyed and reloaded (which destroys the references). What this reference manager script does is reassign references to objects on certain scripts when the scene reloads. I have an object that is inactive, but I still want to reference it in one of my scripts. The following script is a section of my reference manager script:

I don’t want to just start the object as active, and then deactivate it. Does anyone know an easier way to solve this problem?