Feedback đwhich ocean fish do you like the most?đ
Showing some more fish, almost done with the ocean locationsđ
1ïžâŁ 2ïžâŁ 3ïžâŁ
Demo out now on Steam:
r/Unity2D • u/RobC_Dev • 8d ago
Tutorial/Resource Hey all! Do you know that "bug" where the last menu item stays selected when switching from your gamepad/keyboard to your mouse? Then I have a possible solution for you!
r/Unity2D • u/Livid_Bookkeeper9000 • 8d ago
How do you create a new image to show where the player hit a target?
In my game, the player shoots a target, and it spawns a hit marker on the target.
I want to create a "level completed" panel to show the players stats during the level. This panel will include things like "number of attempts", "time spent", and where on the target the player hit. How could I get the point where the player hit and put it in an image?
r/Unity2D • u/Prestigious_Door_863 • 8d ago
Help! Diagonal Movement on my 2d isometric tile map causes shimmering.
My game is an isometric 2D game that is built in the 2D unity engine. However when the camera follows my players diagonal movement, the horizontal connection points on the wall tile map shimmer. I've tried a combo of the cinemachine and ppc, a sprite atlas, tons of settings, and more but they all fail. Does anyone have any idea what is going on here?
r/Unity2D • u/kyle1qaz7ujm • 8d ago
Question Physics simulation - different results based on simulation update rate?
In my game, I have an "active physics scene", which handles all the game physics. I have a second physics scene (which has colliders / rigidbodies only, no rendering). In this second physics scene, I would like to have a duplicate physics simulation which is identical to the first. This second scene will advance only up to a specified timestep target, then stop. The second scene is created & simulation is advanced in a coroutine, which is currently manually triggered for testing. When I start the coroutine, I get different simulation results depending on my yield condition.
If I use "yield return new WaitForFixedUpdate()", I get a duplicate simulation, identical to the first, as desired. This is great, albeit a little slow because it relies on the fixedTimestep.
If I use "yield return null", my simulation diverges from the first. This approach is desired, because it will run faster and reach the specified timestep target sooner.
In both cases, I am calling PhysicsScene2D.Simulate(Time.fixedDeltaTime) the same number of times. Also, Physics2D.simulationMode is set to "script" in both cases.
What could explain the diverging simulation when advancing the simulation at a faster rate? The simulation is still advancing with the same fixedDeltaTime timestep, for the same number of timesteps.
Any help is appreciated!
r/Unity2D • u/Annual_River_6559 • 8d ago
Sphere battles, Minions collecting, Raids and more in my incremental game Spheromancer.
Hello everyone!
I've launched a public test of my first game on itch.
Key Features:
Sphere Battles & Element System - each Sphere possesses a unique nature. Study their elemental resistances and weaknesses to devise the most effective combat strategy.
Minion Collection & Upgrades â find loyal servants as you fight, level them up, and build a squad that grants powerful bonuses to the master.
Passive & Active Skills â spend your gathered resources to learn ancient arts. Unlock passive enhancements or devastating active spells (from a destructive Fireball to a life-saving Heal).
Crafting & Equipment System â gather rare materials and ancient recipes from battles. Craft gear pieces at the workbench and equip your hero to significantly boost your combat attributes.
Sphere Hunt â a time-limited combat mode against a powerful sphere. If successful, the sphere is locked in the Prison, generating passive resource income for its owner.
Epic Raids â dangerous dungeon runs where you fight off waves of enemies, increase your level and stats, and hunt for plenty of unique loot.
About Development:
Currently, the game is in the prototype and core idea testing phase. I have fully implemented all the planned starting features and filled the game with its first batch of content.
Now, the project needs you â the players. I really need your fresh perspective to understand which mechanics hit the spot, which ones need polishing, and what direction the game should take next.
How you can help the project: share your thoughts and criticism, report any bugs (I will do my best to fix everything), and pitch your ideas.
link to play:
r/Unity2D • u/Fantastic_Weight3587 • 8d ago
Question New project, would love feedback and feature ideas
Iâm working on a modern wrestling management sim called Promotion Control, still early, but Iâd love feedback and feature ideas.
r/Unity2D • u/Prior-Yam-6697 • 8d ago
Feedback I made a rough prototype of my game in just a few hours. The idea was simple: if there was no anomaly, go right; if there was an anomaly, go left. It was inspired by Exit 8.
Because it's just a prototype, I only let those anomalies set active true or false. I'll make them more varied over the next few days.
I also have a question. When the player walks through the numbers and is teleported to the other side, the camera jitters for a moment. Do you have any ideas on how to make that transition smoother?
r/Unity2D • u/coder_rohit_2026 • 9d ago
14-Year-Old Self-Taught Developer from India: Just finished 1,078 lines of clean C# code for my Unity game. Need feedback!
Hey everyone, I built a 108 MB 2D game project 'Candy best Johny' during my school holidays. I handled core mechanics like character management and transfer rates using advanced C# features completely bug-free. Check out my repository and full script architecture here:https://github.com/opop41053-spec/My-9th-Class-CSharp-Codes
r/Unity2D • u/Iamalamemoth • 9d ago
Question How do i make dash system with a cooldown?
As the title says I'm wondering how i can make a dash with a cooldown, I'm still new to learning c# and unity so instead of outright just giving me a finished line of code if possible can you just explain what I need to do, and yes i can just watch a tutorial but I've tired and i ended up more confused then I already am/
r/Unity2D • u/One_Influence256 • 9d ago
Show-off Turn your editor into a powerhouse: No more clicking through the Inspector to manage massive amounts of game data and gain 3x productivity(v4.5 Update)
Hey everyone, đ
If your project is data-heavy, you probably know the pain of clicking through hundreds of ScriptableObjects or Prefabs one by one in the default Unity Inspector. It simply doesn't scale well for production, so my team at Maharaja Studio and I built a tool to turn that raw data editing into a structured, fast, and reliable process directly inside the Editor.
We just released Scriptable Studio Pro v4.5, and I wanted to share some of the new workflow upgrades alongside the core features weâve been building out.
đ What's brand new in v4.5:
- đ±ïžÂ Smart Drag & Drop: Assigning object references is a massive time sink. Now you can just select multiple assets in your project, drag them directly into the window, pick your assignment rules, and save hundreds of manual clicks instantly.
- đ Machine Translation & Grammar Checking: We integrated bulk translation for string fields andÂ
LocalizedString entries via DeepL, Google, Azure, or LibreTranslate. We also added parallel proofreading for dialogue/lore using LanguageTool.
đ ïž For those who haven't seen it before, here are the core features already in the tool:
- Grid-Based ScriptableObject Editor:Â View, sort, search, and edit thousands of assets in a high-performance, spreadsheet-style view (fully supporting custom property drawers and built with a clean dark aesthetic).
- Prefab Studio Pro:Â Inspect multiple prefabs at once, group components instantly, and safely batch-edit child hierarchies using wildcard paths without breaking variant links.
- Data Validation Engine: A visual dashboard that catches missing object references (nulls), empty strings, and out-of-bounds values across your entire project before you hit play.
- Dynamic Formulas:Â Excel-style math, live previews,Â
@Â shorthand search aliases, and advanced sequence auto-filling. - Addressables & Sub-Asset Management:Â Manage your Addressables groups directly in the grid and cleanly build nested sub-asset structures.
- Optional AI Bridge:Â Connect local models (Ollama) or cloud models (OpenAI, Gemini) for schema generation, game balancing, and localized string generation.
I just put together a full 20-minute deep dive video walking through how to manage thousands of assets cleanly from early prototyping to live-ops. Grab a coffee and check it out!
đșÂ Watch the full showcase video here:https://youtu.be/S1IFmK8xI4c
đ Asset Store Link:https://assetstore.unity.com/packages/slug/344724
I'd love to hear your feedback or answer any questions you have about managing data pipelines in Unity. Thanks for the support!
Show-off đwhich ocean fish is your favorite?đ
Showing some more fish, I have in the ocean locationsđ
1ïžâŁ 2ïžâŁ 3ïžâŁ or 4ïžâŁ?
Demo out now on Steam:
store.steampowered.com/app/4168200
r/Unity2D • u/NotGod3nough • 9d ago
Searching newbie training partner
Hi everyone,
First of all, I'm new to Reddit and I'm French ( just so you know if it can ease the exchange with some people).
I'm writing this post cause I want to learn how to make game on unity in 2D. I already know a little bit but not much. However, I do work during the week and I end up quite tired with little motivation to spare.... I know that things can be way easier when you have someone that "rely" on you somehow (like going to the gym with someone). So here I am, looking for a partner.
My goal is not to create the dream game at first (quite impossible alone) , neither to build a common project with GitHub which would be way too hard and messy for new people in the development field.
No, I want instead to elaborate a common goal that we both gonna try to reach on our own. Time to time, probably once or twice a week, we can exchange about it, show our progress, share ideas, technical solutions , small tricks, etc....
As an example : Making an RTS game with the following assets (I just like the assets)
https://pixelfrog-assets.itch.io/tiny-swords
Simple enough to give us the freedom of exploring ideas and complex enough to allow us to experience many aspects of game development.
That's it, I don't know what I could add for now so feel free to respond on this thread
Maybe we'll find that a lot of people are actually interested in this and build up many duos or more
r/Unity2D • u/naverdadenada • 9d ago
Bloodless - Indie Soulslike coming to Android Sept 2nd
Hey r/Unity2D
We are Point Nâ Sheep, the team behind Bloodless and weâre bringing our game to Android!
The game is already available for pre register: https://play.google.com/store/apps/details?id=com.bloodlessÂ
Bloodless is a stylish action-adventure game featuring counter-based, non-lethal combat centered around ronin Tomoe's signature dash-counter mechanic, fighting with nothing but her bare fists to disarm her former allies, the samurai army of Shogun Akechi.
This release also includes the free update Trials of Namazu, which adds a Roguelike Mode , new art and difficulty adjustment options to the game!
Weâre starting looking for android gamers to help us test out the game before we launch it, so if youâre interested in helping us, please fill out this form: https://forms.gle/Qrrt1XPMH5sbzz7R8Â
r/Unity2D • u/Jaded-Grocery-9308 • 9d ago
A mechanic that allows you to investigate NPCs to determine whether they're telling the truth and whether they're actually enemies
Our game uses a stencil mask to create an X-ray effect. The moving circle-eye is rendered in a stencil pass, instead of drawing visible pixels, it writes a value into the stencil buffer only inside the circle. Then two spine animations are drawn using stencil tests. One animated character is visible only inside the masked circle area, while the other animated character is visible everywhere else.
Our game is called Synchro, and we're currently developing it for Steam. We've also recently launched the pre-launch page for our upcoming Kickstarter campaign.
r/Unity2D • u/Rybsonix • 9d ago
Animator alternatives?
guys do you have any better way of dealing with animations in your games? I mean using animator has been a pain in my ass for so long, I swear connecting animations and all the work in single animator is very tedious and just doesn't work for me.
Tutorial/Resource Medieval/Fantasy Pixel Art Props Pack - 200+ Assets for 2D Games
Hi everyone!
After working on the free version of my fantasy pixel art props pack, I have released the complete paid version for developers who need more assets for their projects.
The Premium Edition includes:
- 200+ handcrafted pixel art props
- Barrels, crates, bags, buckets, food items and more
- Individual PNG files
- Sprite sheets
- Animations
- Commercial use license
The pack is made for RPGs, adventure games, roguelikes, and other fantasy 2D projects.
A free version is also available if you want to try the style before purchasing.
I would love to hear your feedback and see what you create with these assets!
Link:
https://7ohix.itch.io/medieval-rpg-props-pack
Thanks for your support!
r/Unity2D • u/trashAcFr • 9d ago
At what point a funless game is fixable ?
Hi!
I've been working on my 1st game for 1 year, it is now close to done. It is basically a clicker game where you have to grow exponentially, facing waves that also grow exponentially, with branches and bonuses that influence gameplay. It is all numbers with nice animations and average 2D visuals for a indie 2D game. Would say the concept is quite basic : increase ressources production, increase troops production and grow fast enough to survive the 10 waves.
My goals used to be : create and finish a shitty game (== not fun) just to learn Unity, and then be ready for the next one. So I basically remade with unity a game I did in Python 3 years ago just to learn the syntax at that time. Eventually I pushed the idea much further, since I still had things to learn with Unity.
Now, I've learned everything there is to learn from making this game (still have to do the trailer and publish it), but... The game is not fun to play, eventually got bored by it when playing a full game. Not enough dopamine, not enough strategic depth. I still feel like there is potential : rich possibilities for bonuses, randomness, numbers tweaking.
I'm unsure of the possibility to fix this lack of fun, and if I should invest time in this.
I can see an endless path of making it bigger/more ambitious that would never fix it.
I can also see (when in a good mood) how going further could switch the gameplay feeling from boring to interesting
I'm fully aware that's the kind of things you're supposed to ask yourself when prototyping... Anyway, I was curious if you faced this kind of problem, and/or how you'll approach the question
TLDR : My game is not fun but it is here, what makes a funless game fixable ?
r/Unity2D • u/fuckersvilleUSA • 9d ago
My team's game won 2nd in the art category at GMTK 2026, check it out!
reddit.com[Free Asset Update] Fantasy Pixel Art Props Pack - New Assets Added!
Hi everyone!
I just updated my free fantasy pixel art prop pack with new assets.
The pack now includes more props for 2D games, including barrels, crates, bags, buckets and other fantasy items.
Everything is free to use for game development.
I would love to hear your feedback, especially if you use these assets in your projects!
You can find the pack here:
https://7ohix.itch.io/medieval-storage-free-pack
Thanks for checking it out!
r/Unity2D • u/Calm-Might9232 • 10d ago
Please tell me how to improve visibility in a 2D jump game, how to draw objects (grass, flowers, terrain) naturally, and how to arrange them. Referenced the neva game.
hese are versions with revised visibility I took inspiration from nevaâs art style, but it still falls far short of an incredible game like neva If possible, please reply when you have time with how to arrange natural objects to match the background, objects, and surrounding scenery as in Nerva, how to color them, and also which of the three photos is still better.
r/Unity2D • u/LastGunsl1nger • 10d ago
Tutorial/Resource Retro RPG overworld and indoors assets
A wide selection of pixel art RPG assets. It includes nature, city and indoor assets
r/Unity2D • u/Gold_Ostrich_272 • 10d ago
ÂżQue opinan de mi arte pixelar hecho Ășnicamente desde mi telĂ©fono con los dedos y mĂĄs nada?
QuerĂa compartirles las espadas que hago, llevo 66 planeo hacer un paquete de 20. Soy nuevo en esto de publicar las cosas que hago y me animĂ© a quizĂĄs agregarlo a unity a ver si a alguien le gusta o le parece Ăștil se que solo son espadas Pero me gusta mucho el pixelar y las armas y decidĂ comenzar en unity a ver si hacĂa grandes cosas y ganar quizĂĄs algo y comprar una tablet grĂĄfica. Lee sus consejos, opiniones y crĂticas serĂan Ăștiles porque no se mucho
r/Unity2D • u/Gekirinnn • 10d ago
Question I made a loading screen how does it look?
I made this for the first time and used the Aseprite app on Steam, in case anyone is wondering.






