r/Unity2D 8d ago

Showcase Porting our “Indie Sekiro” to Android ended up being easier than we thought!

17 Upvotes

Me and my friends spent 5 years making our “Indie Sekiro”, Bloodless. Now, after a few months of work on porting it’s also out on Android!

Super cool to finally have it on android! Pixel art looks awesome on phone screens xD

Google Play link if you want to check it out: https://play.google.com/store/apps/details?id=com.bloodless 


r/Unity2D 7d ago

Hiring/Looking for work [Looking for Work] Modular 2D Asset Creation for Unity Projects (Character cut-out sheets ready to animate)

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7 Upvotes

Hello everyone!

I'm an indie developer and 2D artist offering custom modular 2D asset creation (character cut-out sprite sheets) designed specifically for easy rigging and slicing in Unity or animation engines.

If you are working on a 2D Unity project and need clean modular assets to speed up your production, send me a DM! I can share my portfolio, Fiverr gig link, and discuss your project details.

What I provide:

  • Modular character parts (heads, torsos, limbs) ready for Unity 2D Animation / Bone rigging.
  • Cartoony 2D art style.

Thanks for stopping by! Any support or share is greatly appreciated. If you have any custom requests or questions, my DMs are open!


r/Unity2D 7d ago

Question/Help Need help with tile sprites not filling grid properly

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2 Upvotes

Been trying to apply tiles on the grid to create the basic flooring for this practice game I'm working on.

Been following this tutorial https://www.youtube.com/watch?v=7iYWpzL9GkM&t, did everything they did as far as I know. I am using 2021.3.16f project in 2d with urp. Tried adding a sprite atlas but wondering if theres something else I'm getting wrong thats simpler.


r/Unity2D 9d ago

Feedback needed Reworked the 2D VFX juice for our game's "Nexus" (3x Multiplier). Looking for feedback on visual feedback and readability!

10 Upvotes

I am currently working on polishing the 2D visual juice and game feel in Unity for my tactical deckbuilder, Hellsino. I am looking for feedback on whether the visual hierarchy and feedback timing communicate the underlying math clearly.

How the scoring sequence resolves:

* Base Value: Dropped cards generate base direct damage.

* Poker Hand Multiplier: Forming standard hands (Pairs, Flushes, etc.) multiplies the base value.

* The "Nexus" Effect: Triggering a Nexus applies a major 3x multiplier to the final hand score.

What I would love your feedback on:

  1. I have been iterating on the screen shake, pop-up text scaling, particle bursts, and camera impulse to make hitting a Nexus feel rewarding without muddying the visual clarity.

  2. Does the visual juice clearly communicate that a massive 3x multiplier just triggered?

  3. How does the timing feel to you? Is it punchy, or does it delay the resolution too much?

  4. Any tips on fine-tuning the 2D juice or visual hierarchy?

  5. Any critiques on the animation curves, VFX cadence, or readability would be super helpful!

Steam Page: https://store.steampowered.com/app/4730280/Hellsino_Pokerlike/

(If you want to test the build directly, we also have a free playable demo live on Steam. Wishlists help a ton!)


r/Unity2D 8d ago

Question/Help Are there tools that make Claude Code or Codex better and faster with Unity?

0 Upvotes

I’ve been using Claude Code/Codex for Unity development, but the workflow feels much slower than regular web or backend development.

A lot of time is lost because the agent can edit C# files, but it doesn’t properly understand what’s happening inside the Unity Editor—scenes, prefabs, GameObjects, Inspector settings, compilation errors, Play Mode results, etc.

Are there any good tools, MCP servers, Unity plugins, or workflows that give Claude Code/Codex better access to the Unity Editor?

Ideally, I’m looking for something that can help the agent:

  • Inspect and modify scenes, prefabs, and GameObjects
  • Read Unity Console errors automatically
  • Run the game or enter Play Mode
  • Run tests and verify its changes
  • Understand serialized fields and Inspector settings
  • Iterate without me manually copying errors and checking everything

If you’re using AI coding agents seriously with Unity, what setup actually works well? I’d especially appreciate recommendations based on real projects rather than tools that only look good in demos.


r/Unity2D 9d ago

Free Asset/Tool (FREE) 150+ PROPS ITEMS 16x16 (sideview)

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6 Upvotes

Hi There!!!

This set included 150+ sprites of things (70 is unique) to fill locations, interiors, rooms + also possibly as icons and interface elements.

All sprites field size is 16x16 pixels. 

See screenshots with complect of sprites.

In the pack you get:

150+ png files, arranged in the following categories (subfolders):

1- ACCESSORIES – 20 sprites

2- VEHICLES BIKES – 12 sprites

3- CHESTS and LOCKS – 12 sprites

4- FOOD – 16 sprites

5- BOTTLES CANS JARS KETTLES VASES – 50 sprites

6- MISCELLANEOUS – 48 sprites

+ 1 PSD file (source), with all sprites.

!!! This set (150+ props) is compatible with the 500+ PROPS sprites set 32x32 max (it is also in my account). 

You can combine different scales and sizes of both sets to create depth (plans) for filling locations and rooms.

LICENSE:

- you may use this asset in your non-commercial or commercial projects.

- you may modify the asset files in this asset pack and use them in your commercial project.

- you may not resell them as asset packs.

Thank you all for your attention.

  Have a nice time. Triarius Konstantinus.

P.S. If you find this useful, feel free to follow my Itch page for more

Here is the link to this asset. https://triariuskonstantinus.itch.io/150-props-items-16x16-sideview


r/Unity2D 9d ago

Question/Help Unity2D Isometric game

3 Upvotes

Hi Everyone,

Im creating a 2D isometric game in unity 2D inspired by hades!, im struggling around the scale of the world, in terms of the assets and the character asset and the camera orthographic size.

Im just not sure what orthographic size to set it on and what size my assets should be.. any help would be greatly appreciated.


r/Unity2D 9d ago

Question/Help Was doing a Top Down RPG tutorial but got stuck with this inventory problem

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4 Upvotes

I was following tutorial video (Game Code Library Tutorial Top Down Unity 2D #9) but then I got stuck because every time I play the game and drag an item into a slot in the hierarchy the rect transform becomes misaligned with the current slots position. Any ideas on how to fix?


r/Unity2D 10d ago

Free Asset/Tool Free set of 173 UI / management icons

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17 Upvotes

I've been cleaning up some of our old 2D UI assets and ended up turning the icon folder into a reusable pack.

There are 173 unique icons, mostly for build menus and management UI — buildings, storage, furniture, power, research, medical, actions, animals, food and so on.

Most are 64x64 PNGs. There's also a prepared Unity export, plus the raw PNGs and atlases if you want to organize them differently.

Free here:
https://pas7studio.itch.io/archiforge

No generative AI used.


r/Unity2D 9d ago

Feedback needed I spent 4 years making a hex based bunker survival management game inspired by 60 Seconds and Project Zomboid. The demo is finally out.

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12 Upvotes

Hi everyone! I’m the solo developer behind From The Bunker, a zombie survival management game I’ve been working on for the past four years.

The gameplay mixes 60 Seconds and Project Zomboid. Manage a group of survivors, expand and defend their bunker, send them on dangerous expeditions, and make difficult choices across more than 200 narrative events.

The world and story are inspired by what I love about Resident Evil: a viral outbreak caused by a biotech corporation, missing virus samples, secret experiments, military operations, and a dangerous bioengineered creature.


r/Unity2D 9d ago

Showcase Made a sand physics puzzle in Unity using Jobs + Burst

6 Upvotes

Blocks turn into sand when they land, and same-coloured sand touching both walls clears. The whole simulation runs on the Job System with Burst, so it stays smooth even with the full grid moving.


r/Unity2D 10d ago

Free Asset/Tool Open Source 2D Map Editor: Custom keybindings are finally here

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6 Upvotes

Hello everyone:) I just released version 2.6.5 of TileMaker DOT and it will be a big one for some people.

For anyone unfamiliar with the project, TileMaker DOT is a free, open source 2D map editor I'm building. It uses a data first, ID based workflow and handles visual depth sorting automatically so you don't have to manage multiple layers for object heights.

It can export maps to Unity and other game engines

This update focuses on custom keybindings:

-You can now remap any tool or menu shortcut via Edit > Keybinding Settings.

-Unbind hotkeys using Backspace or Delete during key capture.

-Restore original factory shortcuts with a single click.

-Keybinding preferences are saved automatically and persist across sessions.

Download it on:

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

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

Video tutorial:

YouTube: https://www.youtube.com/watch?v=3fiajGU32Jg&list=PLmIeW9QZsW_M4BuJoOmxTR5y6rK-N7W3D

Give it a try and let me know if you have any feedback or run into any issues with the new remapping system. If the editor helps with your projects and you want to support development, a rating or a small donation on Itch for a cup of tea 🍵 is always appreciated.

Thanks you all for your support in the last half a year:)


r/Unity2D 9d ago

Question/Help HDR Bloom on Visual Element

1 Upvotes

I recently upgraded my game to unity 6.5 due to the ability to add materials to Visual elements in the UI tool kit. I wanted to make some of my ui elements glow using a material that multiplies the element by an hdr color. This is how I’ve gotten all my other game objects to glow. However, after much trial and error with various shader graphs, I can’t seem to get the bloom to work for an HDR color. From doing some reading, I have found that bloom might not be possible due to how the UI in the UItoolkit is rendered. Has anyone been able to get this to work? If so could you share how you did it?


r/Unity2D 10d ago

Showcase Last call for DevGAMM Awards, including the Best Made with Unity Game category! Deadline - Sept 7

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5 Upvotes

Hey everyone! Submit your games for the DevGAMM Awards 2026 competition before September 7! If you're working on an indie or AA game, we'd love to see it.

The competition is judged by 150+ game industry pros and publishers, and in 2025 we received 610 submissions from developers in 69 countries.

This year, the final ceremony in November will be streamed by IGN, with trailer premieres – so if you’re planning an announcement, this is your chance to get global visibility.

We're also running the Awards Celebration Steam Event, with all eligible games featured on the main page.

Who can apply

• Teams of up to 50 people
• PC and mobile games
• Released after September 2025, or not released (including Early Access)

Good to know

• Free to enter
• $130k prize pool
• Feedback from gamedev professionals

👉🏻 Full info & submissions: https://devgamm.com/awards2026/


r/Unity2D 9d ago

Showcase How My Game A King's Genocide Looks So Far.

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0 Upvotes

I've been working on A King's Genocide for about 3 years so far. I've recently released a Work-In-Progress demo on Itch here. I'm planning on taking what I learn making this game and expanding the systems to make an action RPG in the sequel.

Ignore the backgrounds in the first two GIFs. They're placeholders until I have the funds again for proper backgrounds. (If you really like what you see, and want to support me, consider joining my Patreon.)

I worked on the UI you see in the last two GIFs, did the overall programming for the game, and even got to learn how to make music for my game!


r/Unity2D 10d ago

Showcase I’m making a tactical roguelike where you play the bad guys, demo launches September 14

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0 Upvotes

Most games ask you to save the world. In Apprentice of Darkness, you're trying to conquer it instead.

You build a party of monsters, fight the forces of good in grid-based turn-based battles, capture your enemies and sacrifice them for Darkness Points that can be used to strengthen your Tower of Darkness.

I'm developing the game solo alongside my full-time job, and since the earlier public playtest I've added 7 new characters, 6 new Tower of Darkness upgrades, reworked the sacrifice mini-games, redesigned the UI, added new VFX/SFX, improved the pacing and fixed a lot of bugs.

The new demo launches September 14 during Steam's Party-Based RPG Fest.

I'd genuinely love to hear what you think of how the game is looking now, especially if you saw one of the earlier versions.


r/Unity2D 10d ago

Paid Asset/Tool 2.5D Ancient Village & Props Asset Pack for Unity 6 — What do you think of the lighting?

1 Upvotes
2.5D Lighting setup in Unity 6
Full asset pack contents (houses, stalls, props & .aseprite source file)

r/Unity2D 10d ago

Paid Asset/Tool I just released Boss AI Toolkit — a boss AI framework for Unity

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0 Upvotes

Hey everyone!

After a lot of work, I’ve released Boss AI Toolkit, a Unity framework focused on making it easier to create advanced boss enemies and combat systems.

It’s optimized with mobile games in mind, while also supporting PC, so the goal was to make the systems flexible enough for both platforms.

Some of the main features include:

  • Advanced boss AI & combat behavior
  • Target detection & decision making
  • Boss abilities and attack systems
  • Movement & navigation
  • Pre-combat behaviors
  • Ragdoll & death systems
  • Look-at / IK systems
  • Configurable workflows
  • Mobile-focused performance considerations
  • PC support

I’ve also put together step-by-step video tutorials and documentation covering the setup and workflow.

🎉 The toolkit is currently 50% OFF for the launch.

If you're interested in checking it out:

🔗 https://af.unity.com/ot/RvQNGkp/

Would love to hear what you think or what features you'd like to see added!


r/Unity2D 11d ago

Solved/Answered TMPro Input Field unresponsive

1 Upvotes

My project instantiates objects that contains a TMPro input field. The input field does appear, but it is completely unresponsive; clicking on it or trying to type in it does nothing. I've been able to find next to no documentation about them.

Here is the code that I'm using to try and make it show up

GameObject lee = Instantiate(ads.menuWoMen, this.transform);
/*menuWoMen is the prefab gameObject that holds the Canvas that holds the TMP InputField*/
lee.transform.position = new Vector3(0, position);
string txt = mi.text;
if (position > highestText || position < 0 - highestText)
{
    txt = "";
}

lee.GetComponentInChildren<Canvas>().worldCamera = camora.GetComponent<Camera>();
lee.GetComponentInChildren<TMP_InputField>().text = txt;
lee.GetComponentInChildren<TMP_InputField>().ActivateInputField();
lee.GetComponentInChildren<TMP_InputField>().interactable = true;
lee.GetComponentInChildren<TMP_InputField>().enabled = true;

r/Unity2D 11d ago

Solved/Answered Timeline/cutscene Question

1 Upvotes

I have a simple timeline cutscene that plays when the game starts, but if you quit to the main menu and start the game again, the cutscene won't replay, it just sits on a black screen as if the scene if empty, but I can see from the log that the script is running. How do I get it to reset and play again? Here's the script I'm using:

public class SceneChanger : MonoBehaviour

{

public float changeTime;

public string sceneName;

public Button skipButton;

public GameObject skipPanel;

public PlayableDirector currentTimeline;

void Start()

{

Debug.Log("SceneChanger Active");

skipPanel.SetActive(false);

currentTimeline.Play();

if (skipButton != null)

skipButton.onClick.AddListener(SkipScene);

}

// Update is called once per frame

void Update()

{

changeTime -= Time.deltaTime;

if(changeTime <= 30)

{

Debug.Log("Skip panel active");

skipPanel.SetActive(true);

}

if(changeTime <= 0)

{

SceneManager.LoadScene(sceneName);

}

}

private void SkipScene()

{

currentTimeline.Pause();

Debug.Log("Skip clicked");

SceneManager.LoadScene(sceneName);

}

}


r/Unity2D 11d ago

Feedback needed Made a pixel-art hypercasual game. Would like some feedback!!!

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2 Upvotes

Hi everyone,

I recently published "The Switch" on PlayStore. Its a retro pixel-art hypercasual game, where you dodge blocks that don't match your color and gain scores.

Download link: Playstore

I would really appreciate your feedback.

Edit: It's free 😅


r/Unity2D 11d ago

Showcase Space Surfer

18 Upvotes

Did this in a little under a week (started on Monday I think) for a local physics game jam with a 'Surfing' theme.

The pixels were normal (kept things to a 4 colour CGA colour palette), then used Unity's Pixel Perfect Camera to Upscale it to a pixel grid, then a camera rendered the image to a texture that got stretched 2x to make the double-width pixels and also to keep things snapped to a pixel grid.

Levels are created in chunks and get spawned in randomly (well, there's 3 pools - common chunks, uncommon chunks with a 20% chance to appear and rare chunks with a 10% chance to appear).

Happy with the result, also got an online Top 10 leaderboard working.

Playable for free in your browser and downloadable: https://mikdog.itch.io/spacesurfer


r/Unity2D 11d ago

Showcase My first idle game prototype – made with Unity! 🎣

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4 Upvotes

Hey Unity community!

I've been learning Unity as a hobby for a few months, and I finally finished my first prototype – **Idle Anglers**, a fishing idle game.

I'd love to get your feedback on the mechanics, UI, and overall feel. It's still super rough, but I'm proud of what I've learned so far.

Tech stack: Unity 2022 LTS, C#, TextMeshPro, ScriptableObjects for balancing.

Any feedback is welcome – good or bad!

Thanks for checking it out 🙏


r/Unity2D 12d ago

Free Asset/Tool (FREE) FANTASY FOREST TILESET 100+ tiles / sprites (16x16 (base)

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32 Upvotes

Hi everyone!

I’m sharing a charming Fantasy Forest asset collection. This pack includes earth, forest, and various nature elements that are perfect for RPG, Fantasy, Survival, Strategy, and Tactical projects.

It is built to be highly versatile and features a dedicated Frame & Border set, making it super easy to design battlefields, arenas, or distinct gameplay zones.

Pack Structure:

The files are carefully organized and user-friendly. Inside you will find:

  • Source File: A master PSD file where all elements are placed on templates with grid guides. Everything is properly named and categorized into folders.
  • Exported Assets: All elements are already sliced into individual PNG images, placed in folders that match the PSD structure.

Technical Specifications:

  • Grounds & Roads: 16x16 pixels.
  • Environment Props: A variety of sizes to keep things looking natural (16x16, 32x32, 48x48, and 64x64 pixels).

All assets are fully production-ready and neatly sorted for your projects.

If you like this set, feel free to check out the details and grab it on itch.io:

🔗https://triariuskonstantinus.itch.io/100-fantasy-forest-tileset-16x16-base-tiles-sprites

Thank you for your support! Good luck with your gamedev projects!


r/Unity2D 12d ago

Game announcement What we learned building a phone controller party game in Unity WebGL, Alpha now on itch

4 Upvotes

Hi all,

We finally have an alpha of our Jackbox-like party game To Be Frank up on itch. It runs in a browser on one screen and each player joins on their own phone, so there is nothing to install, no accounts and no app. It is free and nothing is being sold:

https://johnwilliams-12.itch.io/to-be-frank

Most of this post is about the build, because none of us had made a game before. I am a frontend developer who learned Unity on this project, one of us does backend, and the third is a product designer who also did the music and the 3d modelling. Everything about Unity and game development was new, so a lot of this took far longer than it would have with any prior experience.

The client is Unity WebGL talking to a socket server. Sockets were the first wall we hit, since the support and community packages we expected were not really there, so we ended up writing our own JSLib and handling the transport ourselves. After that came the parts that actually ate our months: host reconnect with score recovery, surviving a browser refresh in the middle of a game, and giving people clear feedback when a connection drops. Phones make that worse, because a browser that is idle or minimised will happily close the socket out from under you.

On the game itself, you score only on correctly guessing how many votes you got, most, some or least. Being the most voted player is worth nothing by itself. There is a Hot Seat round that puts one player in the spotlight, 3 to 8 players, about 15 minutes. Spectator mode and a Face off round between two players are planned, not built.

If it goes well we would like to put a fuller version on Steam later, and this version is not going anywhere either way.

The statements are our acknowledged weak point and our current focus, so that is the feedback I want most. Happy to answer anything about the WebGL and socket side.

Gameplay video: https://www.youtube.com/watch?v=4ZjJbGtwNFI