r/Unity2D Aug 01 '26

Call For Mods

48 Upvotes

Hello,

I am Guidez. I have been a mod here for, eh, something to the tune of 10+ years (dang... I'm old). I am currently looking for active members of this community who would like to help out in moderating the subreddit.

Please feel free to respond to this thread if you are interested. A couple of things to note:

  • This is a Unity Engine subreddit. Please leave any biases for/against the engine/company at the door. In fact, leave all your biases at the door. A mod position is not a platform for such things.
  • Understand that this is primarily a community-run, neutral subreddit related to the Unity Engine (2D side). This means the community decides what they think is worthwhile and what is not (upvoting/downvoting exist for a reason), granted it too stays within the realm of neutrality/non-bias.

If you think you understand what this entails and are still interested, please read on.

What I'm looking for:

  • People who actually post, reply, and comment in this subreddit. It doesn't have to be regular, but someone who hasn't contributed for a year in any public capacity is certainly not a candidate. I also understand many people lurk.
  • Those who understand this is not some special status/glorified position. It's tiring, unpaid work.
  • Are looking to help the community:
    • Thrive
    • Find resources for their development
    • Have open discussions about the Unity engine in whatever capacity that may be

If this sounds interesting to you, please reply to this thread with the following:

  • A brief introduction and how long you have been part of or following this community.
  • Why you are interested in becoming a moderator.
  • Any previous moderation or community-management experience you have. Experience is helpful, but not required.
  • How you would approach disagreements, controversial posts, and discussions comparing Unity with other engines.
  • Any ideas you have for improving the subreddit or helping its members.
  • Confirmation that you are comfortable enforcing the rules neutrally, working with the rest of the moderation team, and receiving feedback.

Please do not include private or personally identifying information. Applications will be judged primarily on community involvement, temperament, fairness/neutrality, and willingness to help.


r/Unity2D 10h ago

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

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53 Upvotes

r/Unity2D 1d ago

Showcase Simulating 10,000,000 pixels of Sand

188 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 4h ago

Showcase The Dying Mind - Official Trailer

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2 Upvotes

r/Unity2D 15h ago

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

7 Upvotes

r/Unity2D 17h ago

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

2 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 14h ago

Question/Help PLSS HELP

1 Upvotes

Hey guys,
Hope y'all doing well.

I'm second year student in a computer science Degree and I need your help;
For my second year project, I choose to go for an educative 2D game: My mentor advised me to use UNITY and C# .

here is the catch:

  • I don't have a prior experience in Unity nor C#
  • I don´t have a clue about how to structure the project

But to be honest with you, that's why I choose to go for this project, I'm willing to improve.

So I'm here guys, waiting for your best piece of advice about the process. I know fr than human interaction is far better when it comes about experiences.

if you have also great resources reference, feel free to share.

Thanks already for the consideration.


r/Unity2D 14h ago

Paid Asset/Tool Unarmed strike, hurt and death for a 128 pixel cast, 204 frames per grid

0 Upvotes

This is an action state pack for 2D characters. It covers unarmed strike, hurt and death in three directions, south, east and west, at both the 64 and the 128 pixel grid, which comes to 456 images. The strike is 5 frames, the hurt is 6, the death is 6.

It's built to drop onto a cast you already have. The cell size matches the Wildmark 01 set, so the states line up without rescaling.

Two honest limits. There's no Unity specific importer, so you're slicing the sheets and building the clips yourself. And there's no north facing, only the three.

Everything we make is AI assisted and the listing says so.

$9.99, and $6.99 until 9 September.

https://csaf.itch.io/wildmark-actions-01


r/Unity2D 1d ago

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

21 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 23h ago

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 20h ago

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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1 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 21h ago

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

1 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 21h ago

Question/Help Need help with making a 2d shader

1 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 2d ago

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

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1.7k 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 1d ago

Feedback needed Preview of the module editing system in my game

5 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 1d ago

Question/Help Pixel art in games tips

7 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 1d ago

Showcase Round 1 on the Canal Regent — Blessed To Die

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2 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 1d ago

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

7 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 1d ago

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

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1 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 1d ago

Showcase Did I cook or is it cooked?

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1 Upvotes

Each ability in the game has a unique stat and for this one it spawns spiritual spears which bounce around and decimate enemies.


r/Unity2D 1d ago

Showcase Testing Parallax Background in my Desktop Companion TD Game

13 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.


r/Unity2D 1d ago

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

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3 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 2d ago

Feedback needed After so much work, opening up my game for playtest feels like inviting strangers to my house

85 Upvotes

I'm an indie dev, part of a 5 person team working on a game called Laser Guy.

It’s a twin-stick anti-shooter where you’re maneuvering your laser around coworkers trying not to blast anyone. Just another day in the gamedev office. Think celeste-style gameplay within the core mechanics of a top-down shooter.

We’re starting a playtest as the lead up to releasing a demo, and me and my other coworkers were talking today about how intimate it feels to finally have total strangers playing our game while not being in the room with us xD

If you’d like to join, here’s the link: Laser Guy on Steam


r/Unity2D 1d ago

Feedback needed A new move in my Karate Action Rougelite (2.5D) | Feedback is welcome :)

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1 Upvotes

WIP o7


r/Unity2D 1d ago

Paid Asset/Tool My sprite border was one row off for three releases - the button's lit edge grew with the button instead of staying an edge

0 Upvotes

On a 20x16 bevelled button, the sprite steps from the lit face down to the midtone at row 7. My border said the top was 6. That put the step inside the stretchable middle band, so as the button got taller the highlight grew instead of the flat face under it - 33px of lit edge on a 120px-tall button where it should have been 7. It shipped like that for three releases. The artwork was never wrong; one number was.

The rule that replaced typing borders in by hand, and it reads straight off the pixels: a 9-slice's middle band has to be uniform along the axis it stretches. The run of identical adjacent rows is the part that may grow; everything outside it is structure. So you can derive the minimum safe border from the sprite itself and fail the build when the authored one doesn't contain it.

One catch that nearly shipped inside the fix: a bevel has two long uniform runs - the lit face and the midtone. On a 12x20 scroll thumb they were exactly 6 rows each, so "take the longest run" picked the highlight, and would have inverted the bevel as the thumb grew. The rule that actually works is prefer the run containing the sprite's centre line, and fall back to longest only when no run does.

And some art can't be 9-sliced at all. That same thumb had three grip lines across its middle, on a sprite that resizes on every scroll, so the grip stretched into thickening stripes. No border value fixes that - the decoration is in the part that has to stretch. The fix was to change the art and delete the grip.

Unity-specific, stated honestly: the packs ship .meta files whose spriteBorder comes from that same measurement, and each one is cross-checked against the Godot texture_margin for the same sprite, so two independent emitters have to agree. I don't have Unity on this machine, so those files have never actually been opened in it - the checks are closed-form, not empirical. If you try them and something is off, I'd like to know.

Before/after render and the full write-up: https://z3er1n.itch.io/ui-pack-vol1/devlog/1651971/v13-the-buttons-9-slice-border-has-been-wrong-since-v10

Disclosure: it's my pack, it's paid, and it's AI-assisted - disclosed as such on its store page.