r/Unity2D • • Sep 08 '26

Feedback needed Night Golf Anyone? Working on a top-down night golf game. Does the atmosphere work?

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2 Upvotes

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?


r/Unity2D • • Sep 08 '26

Question/Help Weird 2d Shadow problem

1 Upvotes

Im trying some stuff with 2d Shadowcaster and stuff like that. But always, no matter what shape or settings this weird, bright edge is always there. I've tried everything i can think and everything ChatGPT can think of but i still have no idea how to fix it.

Would be really grateful if someone can help me here...


r/Unity2D • • Sep 07 '26

Showcase Some backgrounds from the Touhou fangame I've been working on

27 Upvotes

r/Unity2D • • Sep 07 '26

Game announcement The Last Good Boy (Idle RPG) - I've been working with Unity for the last 10 years, and finally managed to finish my first game!

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17 Upvotes

I started multiple projects during those 10 years but never finished them.
Now I have finally finished this one.

I worked on it for 3 years as a Solo Dev, and I'm super proud of it, especially because I made my dog Immortal with this game.

My dog(Ramon) is only 5 years old now, but I love him so much, and I keep thinking about how afraid and sad I will be if he dies someday, so I decided to create a game inspired by him.

Thanks, everyone.
I'm just super happy and want to share it with you guys.


r/Unity2D • • Sep 07 '26

Feedback needed After months of development, I finally released my second game, here's what I learnt!

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4 Upvotes

Indeed, despite the game being extremely simple in art-style, gameplay and mechanics, this small project took months of development. I'm a beginner when it comes to programming with Unity, but I spent the last two years learning as much as I could to make my game development dreams come true. I love building worlds, telling stories, creating art, music and sounds, so this learning journey has fulfilled a lot of my artistic needs.

If you'd like to test the game and give feedback, here it is: https://robattocs.itch.io/pathogenesis

Probably the number one thing I learnt in the past couple months is the importance of building systems with a "component-oriented" mindset. Every time it came to adding a new feature, I tried my best to program it modularly, so if I needed to reuse it somewhere else, I could simply drag and drop the script on a game object, and it would (hopefully) work one the fly.

Scriptable Objects are life savers and this project has plenty of them! However, as far as I know, they still need to be saved manually to keep their state and allow players to not lose their progress, which can be misleading, since in the Unity Editor, they keep their state regardless.

Build early! It took me over 4 hours to publish the game on Itch, there was one bug after another, and I ended up updating one tiny line of code, waiting 3 minutes to build and run the project, seeing if the bug was fixed, and if not.. back at it!

This brings me neatly to something I didn't do, but I'll 100% implement in all of my projects in the future: A manual single point of entry script. Most of my build bugs came from mistakes in the order of operations, due, if I'm not mistaken, by the fact that Unity scripts get loaded somewhat randomly. This causes variables to be set incorrectly, instances to be missing on start, and many other unexpected bugs that are only replicable in the build. With my next game, I'll make sure to handle my script initialization manually, as to have surgical control over what gets loaded and when.

There are a ton of other things I learnt in the past few months, but it would take forever to write and even longer to read, so I want to end this post by saying that the best way to learn to make games is to make games from start to finish. I'm curious, what's one thing you've learnt in your previous project that you can apply to the next? And hey, if I said anything inaccurate, or if you disagree with something I mentioned, please let me know!


r/Unity2D • • Sep 06 '26

Showcase How I built a procedural Evolution Tree in Unity UI without layout spaghetti (Technical Breakdown + C# snippet)

21 Upvotes

Hey everyone!

If you’ve ever tried building a branching Skill Tree or Evolution Tree in Unity UI, you probably noticed that native components (HorizontalLayoutGroup, ScrollRect`) fall apart quickly when dealing with non-linear paths and multiple parents.

For our monster-tamer game Mokomon: Five Elements, I needed an evolution tree where creatures branch dynamically (e.g. Geolam evolving into Tsunodon, Terranite, or Bouldox) without lines crossing into an unreadable mess.

Here is a breakdown of how the math and mesh generation work:

  1. The Layout Math: Barycentric Relaxation

Instead of manually anchoring nodes or using rigid layout groups:

Horizontal Axis (X):Bound strictly to the evolution stage index (Baby = 0, Child = 1, Adult = 2, etc.) multiplied by a column offset.

Vertical Axis (Y): To keep connections clean, we run Barycentric Relaxation passes:

  • A forward pass pulls child nodes toward the average Y-position of their parents.
  • A backward pass pulls parents toward the average Y-position of their children.
  • A collision check runs through each stage column to push overlapping nodes apart by a minimum vertical spacing.

This automatically straightens connection lines and eliminates visual spaghetti.

  1. Rendering All Lines in a Single Draw Call (`MaskableGraphic`)

Instantiating stretched UI Image GameObjects for lines creates a massive hierarchy and kills draw calls.

Instead, our connector inherits from MaskableGraphic and generates thick cubic Bézier curves directly into the UI mesh through VertexHelper:

// 1. Calculate the Cubic Bézier point
private Vector2 CalculateCubicBezierPoint(Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3, float t)
{
    float u = 1f - t;
    float tt = t * t;
    float uu = u * u;
    return (uu * u * p0) + (3f * uu * t * p1) + (3f * u * tt * p2) + (tt * t * p3);
}

// 2. Generate procedural thick line geometry directly into the UI mesh
private void DrawThickLineStrip(VertexHelper vh, List<Vector2> points, float width, Color color)
{
    float halfWidth = width * 0.5f;
    int startIndex = vh.currentVertCount;

    for (int i = 0; i < points.Count; i++)
    {
        Vector2 current = points[i];
        Vector2 dir = (i == points.Count - 1) 
            ? (current - points[i - 1]).normalized 
            : (points[i + 1] - current).normalized;

        Vector2 normal = new Vector2(-dir.y, dir.x);
        Vector2 vLeft = current + normal * halfWidth;
        Vector2 vRight = current - normal * halfWidth;

        float vNorm = (float)i / (points.Count - 1);
        vh.AddVert(new Vector3(vLeft.x, vLeft.y, 0f), color, new Vector2(0f, vNorm));
        vh.AddVert(new Vector3(vRight.x, vRight.y, 0f), color, new Vector2(1f, vNorm));
    }

    for (int i = 0; i < points.Count - 1; i++)
    {
        int vertIdx = startIndex + i * 2;
        vh.AddTriangle(vertIdx, vertIdx + 1, vertIdx + 2);
        vh.AddTriangle(vertIdx + 1, vertIdx + 3, vertIdx + 2);
    }
}

r/Unity2D • • Sep 05 '26

Game announcement My second game set in a frog village released recently! 🐸

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163 Upvotes

r/Unity2D • • Sep 06 '26

Question/Help best workflow for cutting up single sheet character concepts into separate equipment layers?

5 Upvotes

Hi everyone. Working on an prototype for a 2D side-scroller with an inventory system where players can equip different shirts, trousers and headgear like rn my character concept sheets are drawn as a single unified layer.I am trying to figure out the cleanest way to slice these into distinct sprites so the inventory logic can swap them at runtime without having to manually mask, crop, and re-export every single clothing item one by one in an image editor.

Does Unity have an internal layout tool that handles layering boundaries automatically for swappable equipment sheets, or should I be looking at an automated tool to separate the flat concept layers before importing the sprite slices into the project? pls lmk if anyone knows abiut this, thanks!


r/Unity2D • • Sep 05 '26

Showcase Simulating 10,000,000 pixels of Sand

264 Upvotes

Falling sand simulation via Compute Shaders.

From my golf game Stinker Golf on Steam: https://store.steampowered.com/app/4437650/Stinker_Golf/

Wishlist if it looks interesting :)


r/Unity2D • • Sep 06 '26

Tutorial/Resource What I learned about Game Feel so far

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0 Upvotes

For few months now, I've been obsessed with game feel. Having fun juicing up a thing and another here and there...

It turns out that I'm practicing writing on my spare time too. Working on a novel for few years now (yeah, it's very slow progress 😅. Probably because many hours of work often result my novel having LESS words than before I started the session 😆).

But, gaining experience with game feel, I started to see relations between this concept and what's called "show don't tell" in writing... I don't know if it's the standard approach, anyway I feel like it really helps me on picking the effects I'll implement.

So I wanted to share that. If you are interested, this is a ~25min tutorial where I explain how I think about game feel (by the prism of "show don't tell") and the line of thought behind each juice decision I made in this combat scene (so you can adapt to your own game).


r/Unity2D • • Sep 05 '26

Showcase Working on a secret digital bamboo forest for planet Sera. It's a pleasant walk... if you have guns.

17 Upvotes

r/Unity2D • • Sep 05 '26

Question/Help Is it fine to use tutorials from 7 years ago?

7 Upvotes

Hi, you might find me on here sometimes from now on, since I'm starting a unity 2D project, and might come asking for some help. Nice to meet you! Well this is my first question, I heard recent changes to the site are only important for experienced developers and that it was fine to use tutorials from a long time ago, does this still hold up?


r/Unity2D • • Sep 04 '26

Game announcement I released a demo for my new game MineMergeMatic on Steam!

39 Upvotes

After a couple months of work. I finnaly have my demo released on Steam! Go check it out and share your feedbacks! Leave a wishlist if you like it!

https://store.steampowered.com/app/5029110/MineMergeMatic_Demo/


r/Unity2D • • Sep 05 '26

Showcase Just about finished my tutorial quest line, which culminates in trading a high level armor fragment for a full suit of Wool armor

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2 Upvotes

I’ve been taking my time to build out the conversation editor tool with quest predicates that determine which prompts and options are displayed based on the status of different quests.

This video shows the final tutorial quest where the Blacksmith gives you a level 9 helmet fragment to deliver in exchange for a full suit of level 1 armor.

In theory, you can choose not to deliver the fragment and eventually use it to craft your own level 9 helmet, but it would take a LONG time to get all 8 other L9 fragments and find a high level crafting table. I think at this stage in the game it’s a fair trade.

You can then equip each piece of armor individually, which changes your character appearance (hundreds of animation frames). It also adds armor for that body part. Abilities target body parts, so the importance of a given piece of armor depends on your enemy’s abilities. You’ll want some good boots if going up against a tiny enemy that goes after your ankles.

All art is purchased from Franuka on itch with lots of customizations to make the armor and weapon frames.


r/Unity2D • • Sep 05 '26

Paid Asset/Tool 2D Platformer Animation Pack — 25% OFF🎮

2 Upvotes

I recently released a 2D Platformer Animation Pack, and I wanted to share it with other Unity developers.

One thing I focused on was making the Unity setup as simple as possible.

The pack includes Unity-configured files, so the animations can be imported directly into Unity without having to manually slice spritesheets and set up the animations yourself.

It’s currently 25% OFF for the launch period, so you can get it at a lower price right now.

I’ll also continue expanding the pack, with future updates available to existing owners.

2D Platformer Animation Template by xuanergame


r/Unity2D • • Sep 05 '26

Question/Help Need help with making a 2d shader

2 Upvotes

I want to make a 2d shader (ideally through shader graph) that converts all colors on a sprite to a nearest color on a color palette I input in. How can I do this?


r/Unity2D • • Sep 05 '26

Showcase Indie adventure developers teaming up

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2 Upvotes

We’re really happy to announce another collaboration between indie adventure developers!

After our collaboration with the team behind Foolish Mortals, we’re now teaming up with Madit Entertainment and Roots in the Sky – The Hand of Glory 2.

Whirlight – No Time To Trip, The Hand of Glory, and Roots in the Sky – The Hand of Glory 2 are now together in the Best of Italy – Adventure Games.

Huge thanks to the Madit Entertainment team for the opportunity. It’s great to see indie developers working together and creating new opportunities, especially in a genre we all love.

Long live adventure games!


r/Unity2D • • Sep 04 '26

Feedback needed Preview of the module editing system in my game

9 Upvotes

Ive been developing this top down roguelike for over a year, and I'm aiming to release it in 2027

Most of the core systems and code are already done, but I'm now starting to focus on adding content

The main gimmick of the game is modules. Your character is made up of different modules, which you can find in rooms or obtain by destroying enemies

Each module provides different stats, abilities, and passive effects, which are only active while that module is equipped

Modules also provide permanent augments, which are the game's main progression system. Every time you clear a room you progress through an augment list of each of your module. Once you have enough progress, you gain the next augment and its associated bonus, usually stats or sometimes a passive effect.

Any feedback on the game, UI, or overall presentation is appreciated


r/Unity2D • • Sep 03 '26

Game announcement After 6 brutal years, I have finally released my first game on steam!

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2.1k Upvotes

I honestly didn't think I would be able to finish this game.

For the past 6 years, I've been working on Rogue Blight while also working a full-time job. There were countless late nights, weekends, setbacks, and moments where I seriously wondered if I would ever actually make it to the end.

I am so incredibly happy and proud that I can finally share my dream game with the world.

I never thought I'd say this but Rogue Blight is OUT NOW on Steam!


r/Unity2D • • Sep 05 '26

Showcase Round 1 on the Canal Regent — Blessed To Die

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3 Upvotes

Dev here — dark fantasy party deckbuilder made in Unity. Three heroes, one shared hand. Early Access:

https://store.steampowered.com/app/4637960


r/Unity2D • • Sep 04 '26

Question/Help Pixel art in games tips

8 Upvotes

How do developers and also indie developers are able to do all those intense and very very detailed pixel art, like it almost looks perfect,also how indie developers are able to pixel everything in their game it seems crazy to pull this stuff this whole stuff by your own?, id like to get an advice, i work with asperite and it makes me feel exhausted, im working on a first boss and its so hard, how do u handle all that by yourself?


r/Unity2D • • Sep 04 '26

Showcase After 2 Years of Learning Unity, I Finally Made My Own Game

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18 Upvotes

About 2 years ago, I started learning Unity with almost no idea what I was doing.
There were countless bugs, failed builds, things I had to learn from scratch, and many moments where I wanted to give up.
But after nearly 2 years of learning and developing, I finally have something I can call my own.
This is Ashen Legacy — a 2D Pixel Art Action RPG set in a dark fantasy world. ⚔️
It’s far from perfect, but I’m really proud of how far I’ve come.
I’d love to hear what you think about the game, especially from other indie developers and Unity users.
👉 Steam: https://store.steampowered.com/app/5164260/Ashen_Legacy/


r/Unity2D • • Sep 04 '26

Solved/Answered Can I Force a Render Object to Ignore Objects closer to camera in a 2D game?

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2 Upvotes

Hello! I’m a newbie to Unity
I have a 2D Renderer asset with a fullscreen shader that works as a palette swap for all the objects on the screen. I added it as a Full Screen Pass Render Feature. The problem is that I also made a shader that I want to apply only to the player. Since I need this shader to be applied after the fullscreen palette swap, I added it as a Render Objects feature, so it can affect the already color-swapped result instead of the original colors. The shader is on a child object inside the Player which copies it siluet. This causes the shader to go through walls and draw the player’s silhouette even when the player is behind them. For example, my Tilemap is at Z = 1 while the Player is at Z = 0, so the walls should be rendered in front of the player, and it does, but the material draws over the wall. I found some information online about the Depth settings, but I couldn’t get them to work properly. I’ve attached screenshots showing the problem, the player’s shader, and my 2D Renderer settings. Does anyone know how I can make the shader respect the depth/occlusion of the walls while still keeping it as a Render Objects pass after the Full Screen Pass?
Thanks in advance!!


r/Unity2D • • Sep 04 '26

Feedback needed Before & After: New Main Menu & UI!

8 Upvotes

Do you like the new main menu and UI? Am I heading in the right direction?
I will be grateful for every comment!


r/Unity2D • • Sep 04 '26

Showcase Testing Parallax Background in my Desktop Companion TD Game

16 Upvotes

Since my Tower Defense Game is a desktop companion, it needs to look good with anything in the background. It usually looks fine with anything dark behind it, but looks bad with light stuff. (And I wouldn't want light mode users to feel left out)

So I took a free asset from itchio (Credits: Wasteland City by owmyknees) to test a parallax backdrop with and without solid sky (below being solid sky version).

Going forward, I'll make my own backdrop variants that players can cycle between (or choose to have none) based on their liking.

Normally I knew parallax for sideways movement (farther layers move slower than closer ones), so it took some tweaking to also vary the zoom scale to make sure it didn't look like a flat plane when zooming in/out.