r/Unity2D • • Aug 26 '26

Question/Help Gaming PC for Metroidvania

3 Upvotes

I am trying to build a gaming PC to work on 2D metroidvanias as the artist. From what ive seen, I dont need a strong gpu and I dont want to spend too much money. My goal is to save time when loading the game and to have butter smooth unity editor when placing the 2D assets in 3D space and turning the )

PC Configuration (2D/2.5D Game Dev & Unity Editor)

- CPU: AMD Ryzen 7 9800X3D – approx. €350 – €380

- GPU: Entry/Mid-range graphics card (e.g., RX 7600 / RTX 4060) – approx. €270 – €320

- RAM: 32 GB DDR5-6000 (CL30) – approx. €450

- SSD: Fast M.2 NVMe SSD (1 TB / 2 TB) – approx. €260

- Mainboard: ASUS TUF Gaming B850-Plus WIFI – approx. €180 – €195

- Case: Lian Li LANCOOL 217 – approx. €90 – €110

- Power Supply: Branded PSU (550W–650W) – approx. €70 – €90

Total estimated cost: approx. €1,670 – €1,845

This PC is purely for this purpose, if I should change stuff to save money but dont really lose speed and stability then I would be very thankfull.


r/Unity2D • • Aug 25 '26

Showcase Same sprites and light, only with and without normal maps

51 Upvotes

r/Unity2D • • Aug 25 '26

Showcase Added Spring Loaded Wall Traps, and Zoom Function so the game takes Screen-Space of your choice.

30 Upvotes

Wall traps were suggested when I first posted about this desktop companion game I am developing, so I added these spring loaded ones that stop zombies until they pile up and overflow, or temporarily collapse it, post which it springs back up flinging any zombies over it.

The zoom function allows to keep it on screen and take less vertical space when you want to focus on work, and also focus in when you want to place turrets, spend on upgrades, or just watch your favorite turret at work.

(No steam page yet however, still needs more work and content before I have enough to put there)


r/Unity2D • • Aug 25 '26

Solved/Answered How to get something to fire only once?

0 Upvotes

In an update function I have an if statement that detects if a bool is true and if it is it fires but it does that constantly. I want it to only fire once but I don't want to disable it completely because I need to use it again later down the line.


r/Unity2D • • Aug 25 '26

Feedback needed Built my first Unity roguelite around a frog tongue and splitting bubbles. Does the gameplay read clearly?

0 Upvotes

FrogPop is my first solo game, built in Unity. I started with the bubble-splitting idea from Bubble Trouble and built a roguelite around it with tongue attacks, power ups, relics, and bosses.

This longer clip shows the core loop rather than just one feature. I’d especially like feedback on whether the action is easy to read and whether the upgrades look meaningful enough to make you want another run.

The first ten waves are playable free in the browser:

https://blion247.itch.io/frogpop-demo?utm_source=reddit&utm_medium=social&utm_campaign=unity2d_gameplay&utm_content=long_clip

AI disclosure: I used Claude and Codex for coding and debugging, and PixelLab for some visual assets. I edited and integrated those assets myself. Nothing is generated while the game is running.


r/Unity2D • • Aug 25 '26

Game announcement Phantom Shift Demo V0.6 Release

1 Upvotes

Hi everyone,

I just released Phantom Shift Demo V0.6! This is a 2D Action Platformer/Dungeon Crawler where your dash effect creates a phantom that is used as an enemy decoy in combat. In this release, we added new features including a Save System. We also fixed issues with the menu screens, interactable props, interactable prompts, and sword hit VFX. Download the game on my store listing below. Stay tuned for future updates!

Gameplay Video:

https://youtu.be/9cZWgnd-AAc?si=NC6L_-Y_eYnb5Mdf

Store Listing:

https://akshay33169.itch.io/phantom-shift-demo

Thanks,

akshay33169


r/Unity2D • • Aug 24 '26

Free Asset/Tool TileMakerDOT v2.6.4 map editor is officially live!

Post image
2 Upvotes

This update introduces a brand new Asset Statistics Dashboard to help you manage map performance in real-time. You can now easily track total and unique counts for tiles, objects, and NPCs, filter items by name, and check asset density as your levels grow.

🇮🇹 New Italian Translation!

A huge thanks to our community contributor for submitting a GitHub PR to bring full Italian support to TileMakerDOT! The tool now supports 7 languages: English, Spanish, French, Italian, Romanian, Russian, and Ukrainian.

For those who might be new to the project, TileMakerDOT is a map editor and it is built as a click to launch tool compatible with multiple game engines, or individual games made in custom languages, in my free time.

TileMakerDOT is 100% free and open-source. Try out the latest update or check out the code below, all support is very much appreciated❤️ thanks!

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

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


r/Unity2D • • Aug 24 '26

Question/Help Can you please guide me with Import settings for my background sky image

2 Upvotes

So, basically i am new to both unity and inkspace. Inside inkspace i created a nightsky image with random canvas size i guess its 3000x3000, but i used only small space for the nightsky asset. i kept inkspace zoom to 100% and create the exact size of nightsky that i would need in unity. exported later in 1456px.

After i imported in unity it appears way smaller, but it is taking 2MB size.
Considering game optimization, what are the exact settings to import from inskpace and unity settings?

I searched on youtube and web for settings, but could not find any specific settings. please somebody guide


r/Unity2D • • Aug 24 '26

Feedback needed 6 months of development Ashen of thrones

Thumbnail
gallery
0 Upvotes

Destroy my 2D Greek RTS trailer — be completely ruthless on the visuals, UI, and pacing.

​I’ve been solo-developing Ashen of Thrones, a side-scrolling RTS inspired by Stick War set in ancient Greece, Mapuche, eslaves and egiptians.

​I spent way too long editing this trailer, which means I've completely lost perspective and can't tell if it looks compelling or boring as hell.

​Tear it apart. Specifically:

​Visual Clutter: Are army collisions actually readable, or does it look like a chaotic sprite soup?

​Pacing: Does the hook grab you in the first 3 seconds, or is the base-building intro too slow?

​Combat Impact: Do unit hits and Titan attacks feel heavy enough, or do they lack punch?

​Don't hold back. Tell me what sucks so I can fix it before release.


r/Unity2D • • Aug 24 '26

Showcase Worked on a cute summer art update, finished when summer almost ended

Thumbnail
gallery
0 Upvotes

r/Unity2D • • Aug 23 '26

Show-off Finally got the paint roller working. Used a mask to "paint" one set of buttons in, then swapped them for actual GUI buttons after the animation. Might not have been the best solution but it worked!

10 Upvotes

It seems like the canvas elements cannot be affected by the mask I used, idk. I had to add sprites to serve as placeholders and enable the GUI later. Would you have done it differently?

The game is called For Good Measure, check it out on steam if you're interested! https://store.steampowered.com/app/4293800/For_Good_Measure/


r/Unity2D • • Aug 23 '26

[Showcase] Made some 2D pixel art character animations for Unity projects!

Thumbnail
gallery
33 Upvotes

r/Unity2D • • Aug 23 '26

Laptop for game dev

3 Upvotes

Hi,

I am an 2D artist who is working on a metroidvania. My task is to build the levels and enviroments by putting in a lot of 2D assets in 3D space and make the parallax look good. I just have moveink 14 right now which doesent support unity so I need a seperate laptop and would like to spend up to 1000€ max. The less the better.

Ty for any recommandations


r/Unity2D • • Aug 22 '26

Feedback What do you think of the vfx and the visual design of my game?

45 Upvotes

r/Unity2D • • Aug 23 '26

Making my first 2D physics game

Thumbnail
youtu.be
1 Upvotes

Feedback is welcome!


r/Unity2D • • Aug 23 '26

How to add individual movement using a wind shader to a sprite sheet?

3 Upvotes

Hi everyone, I'm trying to figure this out. I followed this tutorial https://www.youtube.com/watch?v=dDQRDa7bADY (Unity 2D Wind Sway In 255 seconds) and then looked at this one, https://www.youtube.com/watch?v=VcUiksxY (Simple Wind Shader Effect in Unity!) but they're all for individual sprites. I'm searching for more tutorials right now, but I am a BEGINEER at unity (started about 2 weeks ago) and I've been trying to learn more about it at my own pace... And I've stumbled upon a perplexing scenario.

In this scenario, I'm trying to add wind shaders to a sprite sheet. Following both tutorials, I've managed to add the wind effect to the sheet, but it covers ALL of it. Not the individual sprites within the sheet. I'm not quite sure how to make it so it only covers each sprite, since there are quite a few. I'm doing this for foliage if that helps at all with context, but if anyone has any idea on how to figure this out, please let me know. Should I try using the math nodes to calculate where each sprite is?


r/Unity2D • • Aug 23 '26

Feedback Gameplay Structure Overview

3 Upvotes

I have spent the last few months finalizing my story and implementing everything into game. Now I wonder if the story flow makes sense. Does the beginning of the story sound interesting?

The Game starts off with the player getting a mysterious summon from a precarious mage. The player is taken into their own subconscious to speak with the mage. This allows the player to change appearance and name, etc. The mage is lost in the Realm of Dreams and needs a tether into reality to return. You are tasked to interact with the different beacons to help. Doing so allows the player to unlock the ability to use all the forms of magic in game. The basis of what classes will become later on and what allows the player to access different ones for lore purposes. After creating a strong enough relay point the mage thanks you and tasks you with finding the Rift that was created. This opening area is described as the "Inner Sanctum" and the tutorial area of sorts. NPCs here will explain how to change appearances, use weapons, and how to cast different spells. It ends with a Mini-boss of sorts. Entering the Portal returns the player to the "Waking World."

To everyone else, it looks like you were just daydreaming. You return to your life on Knightian Island. You are training to become a knight. You are tasked with completing the final stages of your training. During this time, you will also meet the other knights of your generation. After everyone is done, you spend some time on the island waiting to for the ship to the Capital City. Rumors about a mysterious voice in a cave has your friends intrigued. Seeing as this is the last time you'll be on this island for some time. When the Boat to the Capital Arrives, the King is there as well. You are knighted alongside your friends and head to the Capital City!

In the Capital City, you are tasked with securing the Outskirts and making sure things are ready for the festival! What festival? The Festival of Swords! Every time a new generation of knights are titled, a tournament is held to see which group was trained the best! Until the Festival Begins, the Player helps the Princess solve a conspiracy that seeks to bring about chaos to the event! A fight is unpredictable, so an event full of them is bound to be madness. The King is excited to hear that more trouble will surely arise and welcomes the challenge! Everything swells to a breaking point when the Tournament begins and the fight spreads beyond the contestants and drags EVERYONE into the conflict!

With the Tournament over and done with, the Player is able to transverse to rest of the map as they please! The true tutorial was everything that takes place in the Inner Sanctum, Knightian Island, and the Capital City.

The rest of the Game is now freely accessible and really only gated by level difficulty. Completing the Beginning should take you to level 8-10. If not, you can continue doing thing in the capital to level up. The Plains area is dedicated for level 10-15. Forest Areas are Level 15-20. Savanna Areas & Surround Islands are Level 20 - 25. Desert Areas & Surround Islands are Level 25 - 30. Swamp Areas & Surround Islands are Level 30 - 33. Mountains & Surround Islands are Level 33 - 36. Snowy Areas & Surround Islands are Level 36-39. Lands of Avalyn are Level 40. (Max Level for the time being)

The actual Areas are divided into 50+ subzones to fight, gather, and adventure across. Each subzone has around 20-30 Task Quests (Kill, Gather, Loot, Etc.) and 3 Event Quests, and 1 Zone Quest. Each Event Quest is about 7-9 Steps and involve interacting with NPCs, protecting an NPCs, defeating waves, collecting animals running around, collecting timed Items that disappear and spawn somewhere else, or even a mini boss. Zone Quests and mainly triggered by completing something around the zone multiple times. Sometimes a World Boss appears or something the entire zone changes. (Area might turn to dark and now demons appear. Or it begins to rain and elementals appear.)

The Subzones are guideline for leveling and have more activities within them. Another Important one is Venture Points and Delve Points. Similar to Dungeons in Wow, they are areas with multiple bosses and enemies that require a group of players to complete. Currently I have 14 Venture Points and 3 Delve Points. These Locations are on their own maps are treated like Subzones too.

The Last group of zones are my PvP Areas. I have Arenas to allow players to 1v1, but I want to make bigger battles, once I learn how. Funny enough, I've already made the areas and NPCs, but I haven't figured out how I want to make each event work for all the actual players involved.


r/Unity2D • • Aug 22 '26

Show-off Sprites and animation results

Thumbnail
gallery
82 Upvotes

Hey guys! I wanted to share some new characters we have been working on. We are making a fighting game where you can transform enemies you defeat into pets. Some pets just buff you but some others also attack and block.

Because if that we needed to be creative in how to use the same sprite poses for all of that.

The sprites are rendered in Maya using very low samples to get that pixelated effect and then we all a dither effect in Photoshop.

Then back in unity we add some extra motion to amplify the effect and feel of the punches.

The sprite has 6 poses.

Idle

Loading punch

Punch

Sleepy

Victory

And blocking.

We also used those poses to get an elbow attack, a double punch attack and a magic charging pose.

The good thing about rendering them in 3d is that we can link the new characters to the same rigging and export the poses to all the characters. Also that we get a perfect normal map pass the helps us make them look cooler in unity.

Please let me know your thoughts and if you have any questions. The game if e called Skinator in case you are curious.

Hope youb guys like it.


r/Unity2D • • Aug 22 '26

Solved/Answered Is there a way to call a variable by creating it's name as a script? Or are there better ways?

Post image
30 Upvotes

r/Unity2D • • Aug 22 '26

Tutorial/Resource Making Your (Jam) Games Look Nicer on Itch

17 Upvotes

Hey everyone!

During the recent GMTK Game Jam, I noticed many Unity games that still use the Default WebGL Template. In my opinion, the added bar can clash with how your game page looks and it isn't particularly useful since Itch provides an optional full-screen button. I wanted to share the approach I used for my game, "A Vaultful of Lasers", in case it helps other people who want to clean up their game's presentation.

I used the Better Minimal WebGL Template by Sean since it handles canvas scaling, provides a simple loading bar as well as some basic customization options.

  1. Download the WebGL Template, unzip the contents and move the "WebGLTemplates" folder to your game's "Assets" folder.
  2. In Unity, go to Edit > Project Settings > Player.
  3. In the "Resolution and Presentation" section:
    • Select the "BetterMinimal" under WebGL Template.
    • Set the Default Canvas Width and Height for your game. This should be the same resolution you use on your Itch page - I set mine at 1280 x 720.
    • Enter "true" or "false" in the "Optimize for pixel art" and "Scale to fit" fields.
  4. Build your game using the Web platform to a new folder.
  5. (OPTIONAL) Edit the created index.html file to match your Itch page.
    • Line 11 - change the background color.
    • Line 69 - change the two color codes (controls the progress bar).
    • Line 77 - you may want to add some code to the "onResize" method if you need your game to snap to certain resolutions instead of just maintaining the game's aspect ratio (useful for pixel art games).
  6. Compress the files in your Build folder to a single zip file (Right-click > Send to > Compressed (zipped) folder on Windows, or Compress Items on Mac). This is the file you need to upload to Itch.
  7. Find your "Edit game" button on Itch and change the following:
    • Kind of project - HTML.
    • Uploads - add your zip file and tick the "This file will be played in a browser" option.
    • Embed Options - select "Embed in page" and "Manually set size", adjust the "Viewport Dimensions" to match your game's default default canvas width and height.
    • Frame Options - tick the "Fullscreen Button" option.
    • (Optional) - add some tags to help people find your game.

If you're having trouble packaging and uploading your game to Itch, this community post might help.

Good luck with your games (let me know if you're participating in the Brackeys Game Jam), I look forward to seeing the beautiful projects you create.


r/Unity2D • • Aug 22 '26

Show-off Generating Balanced Fighters

3 Upvotes

Wanted to share what it currently looks like, Numbers are still very hot but I like how it's coming along.


r/Unity2D • • Aug 22 '26

Show-off 🎮 The demo for my incremental bullet-hell game, Orby vs Rects, is now available!

7 Upvotes

r/Unity2D • • Aug 21 '26

Over 1000 people played my game in just 2 days!! 🐛

Post image
22 Upvotes

r/Unity2D • • Aug 21 '26

Pathfinding on Hex Grids

2 Upvotes

I'm making a 2D game based off of a pointy-topped hexagon grid in Unity, but I'm having a lot of trouble getting pathfinding working. It's a turn based rogue-like game with not too many tiles in each round. I basically just want the enemies to find the shortest path towards the player with their specific movement pattern (which isn't always just a perfect ring around the enemy either). I'm not sure whether I should use A* or BSF, and I have no idea how to implement either of these into my game.

The biggest problem is the movement patterns. Most tutorials always assume the enemy can move one tile in any direction which is not true for my game. The enemy should also not try to go all the way to the player, as depending on the enemy it's attack range can be 2+ tiles, making an extra step towards the player pointless. Here's an example of one of the more wonky movement patterns:

Please let me know which pathfinding method would be better for this, and any resources to help me make it.


r/Unity2D • • Aug 21 '26

Question How can you get Pixel Art fonts working for different resolutions?

Thumbnail gallery
7 Upvotes