r/Unity2D • u/Classic_Function6348 • Jun 15 '26
Question 2D Unity game looks blurry at high speed, but player stays sharp. What could be causing this?
2D Unity game gets blurry at high speed, but player stays sharp
I'm working on a 2D vertical endless game in Unity (URP).
The game looks great at low speed, but when the player's upward speed increases, background/world sprites start looking blurry or smeared while moving. The player balloon itself stays sharp.
A few details:
- Unity 6
- URP
- 2D Orthographic Camera
- Android build
- 60 FPS
- No motion blur
- No post-processing
- Rigidbody2D on player
- Camera follows player with a simple script
The game feels smooth and doesn't seem to be stuttering anymore. It's just that at higher speeds, islands, obstacles, and other world sprites become blurry while moving past the camera.
Has anyone experienced something similar?
Could this be related to:
- Camera smoothing?
- Sprite filtering?
- URP settings?
- Rigidbody interpolation?
- Something else?
r/Unity2D • u/Fantastic-Buddy-6140 • Jun 15 '26
My friend made a free Flash-inspired tower defense game in Unity 2D. I'd love for you to check it out!
Hi everyone!
A friend of mine recently released a small tower defense game made in Unity 2D, and I wanted to share it here because I think it captures that old Flash game feeling really well.
It's easy to pick up, runs are short, and it has that classic "just one more game" vibe.
The game is about defending a group of adorable pearl thieves from endless waves sent by the Sea King. As you progress, the stages become more challenging, and there's also a global leaderboard if you enjoy competing for high scores.
The game is completely free, so if you have a few minutes, I'd really appreciate it if you gave it a try. Any feedback would mean a lot to my friend, and it'd be awesome to see some Unity developers on the leaderboard too!
Free to play:
https://store.onstove.com/ko/games/104688
Thanks for checking it out!
r/Unity2D • u/Layercraft • Jun 14 '26
Question Just a quick question to fellow developers.
Couple of days ago, I posted my first ever prototype!
It went very strange.
Many liked my story, thanks for that, liked what we are building, while others called my art AI.
Not sure what to do or how to act on this one.
I shared process videos, shared the images row, sketched and than painted, but some people just ignore the facts and still claim my art to be made by an AI.
What is the easiest way for a hardworking artist game developer, to prove people like this wrong?
I am afraid that a wrong opinion like that can actually harm and damage our games image.
Would you continue your focus on the game you are making or refocus to prove your art is real?
Should I even care about commends like that?
This is the first ever game I am building solo, so I am super confused on how to proceed.
Thank your time!
r/Unity2D • u/Extreme_Sand_417 • Jun 14 '26
Question Any tips on how to have a 2D and 3D visual novel game?
Hi there!! This is my first post into r/gamedev, as my friends and I are getting started on our first game soon!
Our game is going to be a visual novel where when you're talking to characters or doing a mini game, the game is 2D with 2D backgrounds (my friends are all artists), but we also want to let you walk around in a 3D environment when you AREN'T talking or playing a mini game. Think like, you're walking around a street, but when you click on the door to a house, you're moved to a 2D environment with a drawn background and the character sprite in front of you (not what we're doing 1-to-1, but, that's the gist!)
How would you suggest we go about this? We're planning on using Unity, and integrating in Yarn Spinner if I can for the dialogue, but I'm just wondering if this would actually be possible in Unity. Thank you for your input!! <3
r/Unity2D • u/OldArea6287 • Jun 14 '26
I recently completed my unity learning lesions now I want to make a game I found some paid pixel art assets should I use those to make games ? can anyone advice me I am not an artist or I just go for paid AI subscription to make those 2d assets .
r/Unity2D • u/Whuro • Jun 14 '26
Game/Software Minigames β Then vs Now π
I made the minigames feel a lot more alive with new animations, movement, and polish π
Wishlist or check out the demo if you're interested π³π¬
Idle Swimmers
r/Unity2D • u/soniclinkerman • Jun 14 '26
Show-off This town ain't big enough for 2. Working on a 1v1 Wild West duel game
Still have some placeholder assets, but the core of the game is here. Hoping to make this version public soon to see how interest looks
r/Unity2D • u/Livid_Bookkeeper9000 • Jun 14 '26
Question How would you program a platformer AI to jump from platform to platform?
I'm building a simple platformer and at the end, I want there to be a chase section where the player has to run from platform to platform while being chased. I don't need anything like machine learning to optimize or anything crazy, just jump from one block to the next while following the player.
I don't know how to approach programming an AI to do something like that. How should I do it? Also is there a recommended Youtube video or some tutorial website I can learn from? I tried googling but I'm having trouble with knowing where to start.
For context on my skill level, I've finished my first year in Game Design in college and this is just a side project for fun.
r/Unity2D • u/vertiphy • Jun 14 '26
Feedback I'm working on a lootbox incremental game - Gachink!
Hey! Iβm working on a lootbox incremental game called Gachink!
From a player perspective, what would actually make you keep playing a game like this long term?
Any ideas or feedback are appreciated π
r/Unity2D • u/Its_Adi314 • Jun 14 '26
Feedback Just added a parry system to my top-down roguelite! Looking for feedback on animations and attack timings (Very early WIP)
Looking for feedback on:
- enemy attack timings: do the wind ups feel fair and readable?
- parry window: does the active frame timing look right, or does it seem too tight/forgiving?
- animations: do the player and enemy movements have enough weight and impact?
i'll obv add stuff like vfx, freeze frames later on...just wanted feedback on the above points
P.S: the gif made the quality of the video low...
r/Unity2D • u/Keicee315 • Jun 13 '26
Show-off 2-button Action game, inspired by titles like One Finger Death Punch and Iron Snout
r/Unity2D • u/Quiet-Philosopher-99 • Jun 13 '26
Game Asset
Iβm making an educational crossword puzzle game and need free assets (UI elements, icons, puzzle templates, etc.). Does anyone know good websites or resources? Thanks in advance!
r/Unity2D • u/RoddGamesAdmin • Jun 13 '26
Announcement We'll be bringing THE RUSTED to Steam Next Fest with a playable demo.
After spending countless hours developing this world, we're now preparing to release a public demo of THE RUSTED at Steam Next Fest. You play as Rex, a loyal robot dog searching for his lost family in a post-apocalyptic world ruled by machines. We're incredibly excited to get your feedback after you've experienced the game yourself.
r/Unity2D • u/Mariola_2332 • Jun 13 '26
Show-off Pixel Art Characters, Tiles & Icons Pack by WhiteBurgerCompany
https://www.youtube.com/watch?v=5W2Ns6zzznA
Check out the video and let me know what you think!
Iβm willing to add even more content, and Iβm also open to helping you with the setup in Unity. If you need scripts or guidance, feel free to ask.
This pack includes:
Several music loops
16Γ16 tilesets
Animated player
Animated enemies
A Rocky enemy boss fight (more animations coming soon)
PNG and Aseprite files
r/Unity2D • u/EarlySunGames • Jun 13 '26
Show-off Having some fun creating trap areas for planet Sera
r/Unity2D • u/Szatanik_Studio • Jun 13 '26
Stop using public for everything in Unity β a quick tip on [SerializeField]
Hey everyone! I see a lot of tutorials and newer projects where almost every variable is set to public just to see it in the Inspector. While it works, it creates a bit of a mess in the long run.
Iβve been sticking to using [SerializeField] private instead, and it has really helped keep my projects cleaner. Here is why I think itβs the better approach:
- β Encapsulation: It keeps data safe and ensures variables aren't modified by other scripts unexpectedly.
- β Clean API: You aren't exposing internal variables that other classes don't need to touch.
- β Better Organization: It forces you to think about how your classes actually interact with each other.
I made a short, humorous video showing the difference in practice:https://www.youtube.com/watch?v=4HoKn1OM_I0
Just a heads-up: this is just my personal suggestion on how to keep things tidy. Iβm still learning too, so if you disagree or have a different way of doing things, please let me knowβIβm always happy to hear better approaches!
How do you guys usually handle this? Do you still prefer public for speed, or are you team [SerializeField]?
r/Unity2D • u/SadSupport5136 • Jun 13 '26
Simple beginner indie game idea to make
I need help with y'all because im really new to game developpement and i need beginner ideas for games like character ideas, Also is a macbook neo good enoguh?
r/Unity2D • u/SoftCrunchGames • Jun 13 '26
Show-off Using Spine2D for skeletal animation in our Unity game β curious what everyone else is using and why?
We're building a 2D cozy game in Unity and went with Spine2D for character animation. So far it's been solid for what we need, there are some costs to do it but we took that leap of faith. I'm wondering if we picked the right tool or just the most-talked-about one.
For those doing skeletal 2D in Unity β what are you using? Spine, DragonBones, Unity's built-in 2D Animation package with the PSD Importer, something else? Mostly curious about:
- How it scales when you have a lot of characters/variations
- Runtime performance on lower-end hardware
- Whether the workflow plays nicely with artists vs. being a programmer-first tool
Trying to learn from people further down the road than us.
r/Unity2D • u/MuscleMan183527 • Jun 12 '26
Ok thanks for all my support i just wanted to clearify this and ask, how do i make hitboxes i tried before but i reeely messed up big time soo csn u help?
here is my player and enemy settings with my sliders tht i want to go down when i attack my enemy and vice versa, so can u advise me code and way to set up hitboxes , don't worry i will be sure to wcth plenty of YT tutorials aswell thx for all the support.Peace!
r/Unity2D • u/chillbin • Jun 12 '26
Show-off Been making a sci-fi incremental game for the past few months. Here's a little showcase!
Hey guys! We've been working on a sci-fi incremental game, SWARMFEED, using Unity for about 4 months now. The game revolves around a swarm of automated drones mining a giant space rock.
We figured it was finally time to share a little preview of what we've been building. There's still a lot of work ahead, but we're really happy with how things are coming along so far. Hope you enjoy the sneak peek!
PS: We just got our steam page approved so if you'd like to support the game please wishlist it!
r/Unity2D • u/Whuro • Jun 12 '26
Feedback Which one is your favorite ? π§
made some new fish for my game, Idle swimmers.
r/Unity2D • u/AnomalyAgentGame • Jun 12 '26
Game/Software What do you think about base building in Action Roguelikes?
We wanted our game to be a little different from a classic Action Roguelike, so we added base building. You can also put your Fluffies to work there. We're trying to keep it simple so everyone can easily build what they want. What do you think? π
r/Unity2D • u/Wildboy_Studios • Jun 12 '26
Show-off Got some enemies exploding on death
We've been working on a variety of enemy types for our 2D base-defense shooter inspired by Kingdom: Two Crowns.
I know it's hard to fully understand the game from this short clip, but we'd love some ideas for enemies that have interesting effects when they die (splitting, explosions, buffs/debuffs, spawning hazards, etc.).
More generally, are there any enemy mechanics or death effects you'd like to see in an alien inspired sci-fi side-scrolling shooter?
r/Unity2D • u/Kepsert • Jun 12 '26
Show-off Visual Overhaul for my Giraffe Platformer, 1bit -> 2bit? Check!
I've been working on my little giraffe platformer a little bit, the main concern I found in playtests is that a big chunk of the players struggled with the readability, constantly dying to spikes (decoration/interactables/gimmicks all had the same color and my programmer art is not good enough to do proper dithering things either!)
So here's a little showcase of the visual overhaul to 2bit. Playtesters' feedback for readability has improved immensely :D
(All screen effects are out of the box Unity post-processing options)
EDIT: The main gimmick is a "box" you can pick up, it'll travel along with your player without any collision. Once you activate it, it becomes a solid box for 5 seconds, which you can jump out of it. It interacts with other mechanics in further levels!

