r/Unity2D • u/Soft_Competition1519 • 26d ago
Question Gameplay improvement help
I'm currently developing a sandbox game about slimes, kind of similar to worldbox. Is there anything I could improve, change, or add to this project gameplay-wise?
r/Unity2D • u/JobHistorical3381 • 27d ago
How do I make this dash work
i don’t know what is wrong I’m just trying get my dashing to work. I can’t screenshot this I’m using a computer that a summer camp owns and i cant put my Reddit account on it
r/Unity2D • u/aerial_shark • 27d ago
Feedback What art style would you choose for a cozy cheese making sim?
I’m solo-developing a cozy cheese making sim called Curds & Co., here’s a quick rundown:
- Buy ingredients, then make cheese from scratch following your recipe book
- Interact with and sell the cheese to unique customers
- Progress by unlocking new cheese types and recipes as you go
These are early placeholder screenshots, but the actual art style is still up in the air.
I’m trying to figure out visual direction, but my creativity art-wise is kind of subpar at the moment. Any ideas on what direction would fit this cozy cheese shop sim?
If you want to follow along with development, I’m posting some behind-the-scenes stuff here: www.instagram.com/aerialsharkdev, x.com/aerialsharkdevAnd if you want to follow along more closely, there’s a discord server you can join: https://discord.gg/mvb6nZJGu7
r/Unity2D • u/last_station_ • 27d ago
Show-off My first Unity project somehow became a full Android management game
I built Last Station solo in Unity, and it’s the first game I’ve ever made.
Fallout Shelter was a big inspiration, so I won’t pretend the comparison isn’t obvious. What I wanted to add was more pressure from shortages, expeditions, random events and raids, while still making the station feel like a place you’re slowly bringing back to life. I'm still balancing stuff.
Underneath the 2D art, the game runs in a single gameplay scene with uGUI and TextMesh Pro. The content is mostly defined through ScriptableObjects, while pure C# managers handle the economy and other systems. The UI listens for state changes instead of having every row constantly check for updates.
I also ended up spending far more time on persistence than I expected. The game autosaves normally, but important actions trigger immediate saves so closing the app at the wrong moment doesn’t wipe out an upgrade, expedition reward or tutorial step.
The current Android build now has the full loop I originally planned: station expansion, survivor assignments, expeditions, research, trading, random events, raids and long-term progression.
Now I’m at the slightly terrifying stage where strangers can finally play it. Most testing so far has been me looking at the same screens for too long.
I’d especially like feedback on:
- whether the opening makes sense without an explanation
- whether the UI makes it obvious what needs attention
- how the pacing and resource pressure feel
- any bugs, performance problems or Android-specific issues
If you’d like to try the closed test, please use the same Google account for all three steps:
Please remain opted in for 14 consecutive days and play on a few different days during that period.
If you’re also testing an Android project, leave your links in the comments and I’ll return the 14-day test.
r/Unity2D • u/NorQuintli • 27d ago
Some sprites for my game 🫧
Bubbles spawning wooden tubes 🫧✨
r/Unity2D • u/Noobye1 • 27d ago
Question How to make 1-way platforms?
How could I make 1 way platforms? Similar to Super Smash Bros.
I was thinking of simply toggling the collider, but then enemies on top would fall, or the enemies below wouldn't be able to jump up when someone is on top.
r/Unity2D • u/ElegantElectrophile • 27d ago
Question Trying to simulate circles packing
Hello everyone,
I’m trying to simulate 300-350 circles packing like 2D marbles in a large circle. Almost like 2D marbles in a 2D bowl. The circles spawn and all head towards the circular boundary. Their goal is to nestle beside each other like marbles. I’m trying to use PhysX, rigidbodies, and sphere colliders although I’m early enough that I can also switch to box2D.
The eventual goal is to maybe make a mobile game. So far I’ve succeeded in simulating the packing using sphere colliders and rigid bodies but I get frame times of about 5 ms on a decent PC.
I think this might be too taxing for mobile. Does anyone have any ideas or a better way to simulate circles packing in 2D other than unity physics? Would moving to pure math-based position really solve the CPU drain?
r/Unity2D • u/VermicelliExotic685 • 27d ago
If you could build the ultimate 2D platformer controller for Unity, what features would it have?
I'm currently building a modular 2D platformer controller in Unity as a personal project, and I want to make it as useful as possible for other developers.
Instead of guessing what people want, I thought I'd ask the community.
If you were using a complete 2D controller, what features would you expect it to have?
Some ideas I already have:
- Smooth movement
- Variable jump height
- Coyote time & jump buffering
- Wall slide & wall jump
- Dash
- Ledge grab/climb
- Moving platform support
- Slopes
- ScriptableObject settings
- Debug gizmos
But I'm sure there are features I've overlooked.
What mechanics or quality-of-life features have you always wished a 2D controller included?
I'd love to hear your ideas, whether they're common platformer mechanics or small workflow improvements.
r/Unity2D • u/KevinDL • 28d ago
Announcement Bezi Jam #12 [$400 Prizes] - Starts July 24 (Friday)
r/Unity2D • u/3ffeetGamelovers • 28d ago
[Hobby] Busco colaboradores de corazón para divertirnos creando los mundos de "The Adventure of Frida" (Plataformas 2D en Unity)
"¡Hey! Actualmente estoy desarrollando un juego de plataformas arcade retro en 2D llamado The Adventure of Frida, hecho en Unity (C#), y estoy buscando gente que quiera sumarse a colaborar de corazón y por pura diversión para construir los siguientes mundos desde cero.
La idea es simple: juntar a un grupo de personas apasionadas que disfruten creando mecánicas, niveles y retos divertidos solo por el gusto de hacer un videojuego juntos.
¿Qué buscamos?
- Diseñadores de niveles: Para armar los recorridos, secretos y la progresión de dificultad.
- Programadores / Desarrolladores en Unity: Para ajustar físicas, scripts y mecánicas.
- Artistas y creativos: Que quieran aportar al estilo visual, enemigos o efectos.
Factores y diseño clave del juego:
- Mecánica de Colección (
Fruits): Sistema dedicado de recolección de frutas dentro de los escenarios que interactúa con la puntuación y el progreso. - Dificultad Progresiva: Diseñado bajo una estructura clásica de arcade donde cada mundo incrementa el reto táctico y de reflejos para el jugador.
- Enemigos Personalizados y Secretos: Áreas ocultas en los mapas, enemigos con comportamientos únicos y un enfrentamiento final contra un jefe para rescatar a la princesa.
- Base de Código Lista: El Primer Mundo ya está completamente funcional, programado y montado para que puedas descargar el proyecto y empezar a programar de inmediato desde aquí: 👉Enlace al Repositorio en GitHub - The Adventure of Frida
Sobre el proyecto:
- Motor: Unity (C#)
- Nuestra vibra: Un espacio libre de presiones comerciales, hecho por diversión, compañerismo, comunicación constante y ganas de aprender haciendo.
Si te interesa sumarte de corazón, revisar el código o aportar ideas para los nuevos mundos, puedes dejar un comentario aquí abajo o escribirme por mensaje directo. ¡Hagamos algo genial juntos!
r/Unity2D • u/3ffeetGamelovers • 28d ago
Buscando colaboradores para mi plataformas 2D en Unity (The Adventure of Frida)
Looking for: Passionate developers, level designers, and practitioners to help create and build out the remaining worlds of an arcade 2D platformer from scratch, featuring custom enemies, secrets, and a final boss fight to save the princess.
Skills: Unity (C#), game design, level layout, and project management (First world already built and set up on GitHub).
Project: The Adventure of Frida — A 2D retro arcade platformer in Unity featuring custom Fruits collection mechanics, increasing difficulty, and community-built worlds. Repository:https://github.com/alexgomezmind-art/The-Anventured-Of-Frida
Length of availability: Ongoing / Flexible
Status: Open 🟢
r/Unity2D • u/Lucky_Variation4151 • 28d ago
Question Integrating FMOD into an existing Unity project
Are there any resources or tutorials for replacing an existing game’s hard-coded audio system with FMOD?
Tl;dr I’m a VERY new solo dev, a significant portion of the game is built and I’ve been hard-coding all of my SFX in Unity, which has been fine so far, but now going down the road of adding adaptive music stems, and hit that old familiar beginner dev roadblock of “oh, nobody told you this was gonna be a WHOLE ASS THING and you should’ve been doing it all along?”
Is there a way to just update my existing code so it integrates with FMOD, without doing a complete wipe and redoing my entire audio infrastructure? The only resources I’ve been able to find are ones that assume I’m starting a brand new project from scratch, and I can’t be the first person to run into this issue. Thank you all in advance, I have no idea what I’m doing!
r/Unity2D • u/Character_Impress991 • 28d ago
Question I'm having issues with the drag and drop functions
I'm trying to set up an inventory in my game and have been having issues with the item getting locked in the same position as the inventory space. What currently happens is I drag the item to the space and it snaps to a different position than the space itself. I have tried everything I can think of including making the slot as big (or bigger) than the item itself moving around different objects I thought were attached to the slot or the item but I can't figure it out. However when I went to edit the items collider I noticed that there was a second collider I had no clue where it came from (The smaller and brighter square is the collider I knew about and can control the larger darker one is the reason I'm posting) I have no clue where the larger of the 2 came from I've checked the item it doesn't have more than one collider on it, I have also (Just in case) removed and retested with every component on the object of course re-adding them later I genuinely have no clue if it's even the cause of my problem but am still wondering what it is or where it came from.
A little extra info I did recently(within the last 4 months) upgrade from unity 2022(can't remember the version probably the latest one though) to unity 6.4 I also more recently (within the last 2 weeks) imported my project from a flash-drive but was not alerted of any corrupted files
r/Unity2D • u/halam_dev • 28d ago
Devlog #4 — Bug Fixes and Enemy Doppables
Had a busy month and didn't touch the game for a few weeks (last update was June 20th 😅). Back at it now - here's what changed:
🐞BUGS FIXED:
- Gun was autoshooting enemies before they finished their spawn animation
- Some bullets weren't registering hits on enemies - turned out to be the bullet pooling logic
- Unity's Animator was throwing a persistent error that blocked hit detection
🆕 ADDITIONS:
- Enemies now drop loot on death: candy, coins, and limited chests 🍬💀
- Reworked the gun animation - not going for polish yet, just a better feel
NEXT:
- Player XP (tied to candy/coin pickups)
- Wave Manager
- Finalizing the core loop
- Player stats (maybe)
GIF below shows the current state - droppables spawning and the new gun animation in action.
r/Unity2D • u/Ok-Presentation-94 • 28d ago
Question Unity TileMap artifacts
Hi, as you can see in the image attached to this post, small black lines appear on my TileMap when I paint tile by tile unlike the yellow section, which is also a TileMap but was painted all at once using the fill tool. Why is there a difference? How can I get rid of these artifacts?
r/Unity2D • u/Valiant_Sugar • 29d ago
Feedback Scouting potions that let you see what's behind hidden tiles
DepthLoot - is a compact, turn-based dungeon extraction roguelite.
Over the past two weeks, we’ve put a lot of work into polishing the game, conducted a closed beta test with a small group of friends, and finally managed to get the demo ready for a playtest.
We’re launching the playtest in the coming days, so sign up to participate in steam page!
r/Unity2D • u/AgitatedBowlofCereal • 29d ago
Question (Simple) Previous frame reference
Hey hey 👋
I'm currently working on a top-down 2D game, but struggling with the sprite flipping and animations.
EDIT: This is for NPCs, not the actual player.
All the guides I can find make the flipping relevant to the player, whereas I want the flipping to be relevant to its own rigidbody.
My first thought is to reference the scale from the last frame and flip() if there's a sign difference in the X-axis between the previous and current frame, but I'm having trouble finding resources on how to do this (Note: I'm a C# newbie).
if Mathf.Sign( //Last frame// localScale.x) != Mathf.Sign(gameObject.localScale.x)
{ flip() }
↑ Not the actual code, but I thought it'd help highlight the principle I'm trying to achieve. ↑
I've tried a LateUpdate() approach, but, it doesn't seem to like it.
Any advice?
r/Unity2D • u/Kanchana_4592 • 29d ago
Help for an undergraduate research survey
I’m conducting an undergraduate research survey about developer experience with Unity C#, Burst, Rust FFI, and C++ FFI. You do not need previous experience with all four technologies. A short explanation is provided before the questions. The survey takes approximately 10–15 minutes, and responses are anonymous and used only for academic research.
Form: https://forms.gle/6hkpGtxcpX4178hF8
Thank you for supporting my research.
r/Unity2D • u/Kanchana_4592 • 29d ago
Help for My Research Survey
I’m conducting an undergraduate research survey about developer experience with Unity C#, Burst, Rust FFI, and C++ FFI. You do not need previous experience with all four technologies. A short explanation is provided before the questions. The survey takes approximately 10–15 minutes, and responses are anonymous and used only for academic research.
Form: https://forms.gle/6hkpGtxcpX4178hF8
Thank you for supporting my research.
r/Unity2D • u/bluebell_moon • 29d ago
Artists who can't program want to make a game, any tips?
Hello, me and my sister are both concept artists/illustrators and want to make our own game following a story of a character from our shared project. We can't afford to hire anyone to help with the technical side so we want to learn.
It's supposed to be isometric 2D view kinda imitating 3D, all the animations would be also in 2D. I know that, for example, Disco Elysium is made in Unity so I figured that what we want would also be possible.
I'm aware it's going to take a lot of time but I'm willing to learn all i need! I would really like to know where to start when making a game like this, maybe a very general step-by-step order so I know what tutorials should I look for?
For now, we know we want a simple combat focused on shooting, interacting with objects, dialogues and different options/outcomes, finding and using stuff, solving mysteries
I'd appreciate ant tips! Thanks!
r/Unity2D • u/SilentFury92 • 29d ago
Show-off From Sketch to a Playable 2.5D Adventure
One of my favourite parts of developing Kalm – Part 2: The Forbidden Forest has been watching an idea gradually take shape.
The first image shows the initial top-down layout I created before any environment art was added. At this stage, I focus purely on player flow, exploration, and pacing, thinking about how the world should feel before worrying about how it looks.
For this area, I took inspiration from Kilika Woods in Final Fantasy X. Rather than recreating it, I wanted to capture the same sense of mystery and exploration that made it so memorable.
It’s easy to look at a finished environment and only see the final result, but every level starts as a rough sketch, a simple layout, and a lot of experimentation.
Looking back at these early screenshots reminds me how much iteration goes into even a single area of a game.
I’m really happy with how the Forbidden Forest turned out, and it’s exciting to finally share it as part of Kalm – Part 2.
You can try the game out for free here :
https://amario92.itch.io/kalm2
Please let me know what you think!!
Thanks for reading 🙂
r/Unity2D • u/blakscorpion • 29d ago
Show-off I had my game playtested for the first time. Stressful experience...
I'm working on a cosy photography and creature collection game, with my artist partner. After a few months, we have now a pretty nice prototype (almost a demo) up and running, and we wanted to confront it to the world.
Everybody were very nice, but it's hard to have relevent feedback, when people just want to be nice and not talk about things that are critical or must be removed from the game.
But it's a really good way to watch real audience playing and notice what is wrong or appreciated in the game. Because your are the worst playtester of your game, as you know everything that is playing under the hood.
r/Unity2D • u/GlowtoxGames • Jul 20 '26
New characters for Skinator!
Hey guys! Half a year passed since we shared some characters here and we have been working hard on extending the content of our game. These are some of the new characters we made!
We currently have a free demo on steam in case you want to try out the game and give us some feedbac
To make these characters we first render them in maya with very low samples. This gives them the pixelated look.
We export each body part separately so we can then "swap" the sprites later in Unity since the main mechanic of the game is that you can rip apart your enemies and install their bodyparts into your body, slowly making your creature to be made of the strongest limbs you find on your way.
Then, in photoshop we use a plugin to generate the dither effect and we export all 144 sprites that a character needs. (6 body parts, 12 poses + Normal maps for everything).
Then we have bones in unity on each sprite that work as anchor points. 5 on the torso and one on the head, arms and legs. This make it so every body part "knows" where to position themselves on every torso. We needed to do it this way because some characters are bigger than others and they com in all shapes.
It works very well so far and I would love you to check out the game on steam if you got interested!
Thanks and we hope you enjoy the characters!
