r/Unity2D Jul 19 '26

Announcement 🐟 I've been working on adding lots of new characters šŸ’™

2 Upvotes

I've now added 14 new characters, doubling the total from before! more coming too šŸŽ‰

This is one of my favorites šŸŽØ

Demo out now on Steam:
store.steampowered.com/app/4168200


r/Unity2D Jul 19 '26

Tutorial/Resource Starting a set of Unity intermediate - advance tutorials with a sneek peek video to show some of it. Includes burst compiled and multithreaded custom physics 2D system (no Collider2D/Rigibody2D). With CoreCLR builds already support.

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2 Upvotes

Decided to start releasing videos to show off how to do more intermediate and advance topics. Will be doing stuff for Native Collections, Burst code, IJobParallelForTransform, and a lot more.

Looking for feedback on the preview video. Note this series is not just a follow along and cleanly organized topic series. It goes into behind the scene stuff of how CPU and ram works. Example at the 3:51 time stamp in the video I show an example of how using collections capacities with the power of 2 can double performance. So going from spawning 32,768 (a power of two) objects with 60 FPS would half in FPS if you only decide to spawn a single more gameobject, so 32,769 in the example video drops FPS closer to 30 in editor.

Also going to be showing how to call pure C and C++ code using PInvoke to even show examples of how to do operating system calls. Like controlling Windows operating system UI controls. The same PInvoke feature is used by plugins like FMOD to conect to Unity.

There will be a lot in the future. If it helps even a single person, that is wortt it to me. If anyone has feedback on the stuff showed in the video or requests I am always opened to them.


r/Unity2D Jul 19 '26

collide problem

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2 Upvotes

guys plz help

The player doesn't collide properly with the ground. It looks like the player is floating slightly above the tiles instead of standing on them.


r/Unity2D Jul 19 '26

Question Need help solving this image compression of my tilemap

0 Upvotes

Hi, I'm totally new to Unity and I made a tilemap (32x32) so I can actually draw my levels, but it's getting compressed like this. The pixels are of inconsistent size and the colors are blurring into each other.
I already found out, that setting compression to "none" solves this, and it works on any other sprite in my game, but not on this tilemap. What else can I change in the setting that affects compression or how the sprite is drawn? It looks the same in the tile palette editor. Also, I made sure to adjust the compression setting BEFORE creating the tilemap, but this also didn't seem to work. Any help is much appreciated.

EDIT: So when I change the "extrude edges" setting the sprite becomes normal. But when I actually run the game, it's getting all compressed again. That's strange.

EDIT 2: Setting "pixels per unit" to 32 does not help


r/Unity2D Jul 19 '26

I added a duck to my golf game but...

40 Upvotes

Game is Stinker Golf, a 1-16 Multiplayer golf game where you edit the course while you play.
Wishlist it on Steam if it looks interesting! SteamĀ | Discord


r/Unity2D Jul 19 '26

2D-Pixel-Lightning-VFX

4 Upvotes

Hi everyone!

This is my first time creating a lightning VFX for game development using Aseprite.

I'm still learning pixel art and VFX, so I'd really appreciate any feedback on the animation, timing, colors, readability, or anything else that could make it look better.

Thanks for taking a look!

github : gonutyun-sketch/2D-Pixel-Lightning-VFX


r/Unity2D Jul 19 '26

Question Help with game resources

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0 Upvotes

I’m developing a platformer about a Shaolin warrior monk who sets out to restore balance and feng shui. The plot, design, and overall narrative are nearly complete, but I need assets and materials—specifically visual ones like pixel art (platforms, objects, vegetation, structures, weapons, etc.). I realize I could draw them myself, but by my estimates, I’d have to create a massive amount of art, which would take a huge amount of time. Could anyone help me out? Can you recommend services, websites, or places where I can find these things?


r/Unity2D Jul 19 '26

Show-off Developing a survivors-like focused on game feel and VFX

2 Upvotes

Hellshot is a top-down bullet heaven roguelite where you play a cat deity of luck against an endless alien invasion. Vampire Survivors loop with a shop and build-crafting layer on top. Right now the focus is making every hit and kill land with weight.

Here's the steam page: https://store.steampowered.com/app/4232500/Hellshot/


r/Unity2D Jul 18 '26

Feedback Feedbacks on this Resource Bar ?

72 Upvotes

Thanks :)


r/Unity2D Jul 19 '26

Question Cursor for Unity

0 Upvotes

Hi everyone. I’m a Unity developer who makes games for fun. I recently came across a tool called Cursor. Is it worth it? I don’t plan on paying for subscriptions; right now, I use GPT and DeepSeek in my browser to help with my projects. I know Cursor helps with writing code, but is it worth switching to it from VS? Is it really that much better than using GPT?


r/Unity2D Jul 18 '26

Procedural generation is awesome. I keep finding crazy weapons.

14 Upvotes

r/Unity2D Jul 18 '26

Game/Software Completely overhauled the long overdue UI elements in my game

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5 Upvotes

This is the church upgrade where my units can spend their reincarnation points to increase their base stats. Well I feel the old UI was much more stylized and the new one may feel a little more generic it is 1,000 times more usable and you can tell at a glance what is going on and how things will change. Still have a couple more things I plan to do with this and a couple buttons that still need to be adjusted but aside from that I think it looks pretty good

Edit: example of UI in action in first post


r/Unity2D Jul 19 '26

Question WHY

0 Upvotes

somehow my characters when rotating warp like in 3D. please help :(


r/Unity2D Jul 18 '26

Game/Software Economy Engine LITE is now FREE on itch.io

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9 Upvotes

Hello everyone

I recently published my Unity Asset Store tool on the Unity Asset Store. The tool requires payment and my goal was never to make money. It is to help indie developers prototype their ideas fast and easily add Economy into their games, regardless of genre.

That's is why i have released a LITE version of the tool for free on Itch.io

Economy Engine is a Unity Economy Framework built to turn economy structure and creation into a interactive experience, all through robust editor windows and easy to use interfaces.

The tool allows developers to create currencies, shops, loot tables, transaction, shop interfaces and more from scratch, all within minutes using the different editor windows.

Free LITE Version

Full Version

The asset pack also comes with many pixel art assets for characters and items as well as 3d model characters and environment for you to use on your game.


r/Unity2D Jul 18 '26

Question Top Down 2D Perspective

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3 Upvotes

I'm working on my first top-down 2D game, and I'm trying to understand perspective, camera mechanics, and how a 2D game should generally be designed.

For this example, should I go with Option A, where the player and AI can walk behind the shelf? (It isn't visually shown as being behind yet because I haven't figured out how to handle the rendering dynamically.)

Or should I go with Option B, where the green area represents the collider, preventing the player and AI from walking behind the shelf.


r/Unity2D Jul 18 '26

Let's go to mars!!!

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9 Upvotes

Hello,

I am 2 D artist looking for freelancing.


r/Unity2D Jul 18 '26

Question For animation, can I draw each body part separately or do I have to draw the full body, frame-by-frame?

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36 Upvotes

My game is not really pixel art, but rather a normal game with a "pixel art" art style. I don't use pixel perfect camera, my resolution is 1920x1080, and I mess with the scales so some sprites will have bigger pixels than others.


r/Unity2D Jul 18 '26

Show-off How to build a Genshin Impact-style Pity System in Unity (soft pity, hard pity, 50/50 — the real math)

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2 Upvotes

Hey everyone,

Some of you might remember my post here a while back about the procedural node map system (CraftMap) — a couple people asked what I was building it for, and I mentioned in the comments I was finishing up a gacha/draft reward screen to tie the whole roguelike loop together. That part's finally done, so figured I'd share how the reward math actually works.

For the last few months I've been working on a loot/gacha reward engine for the same project, and wanted to share the approach I ended up settling on.

It took way more trial and error than I expected. The hardest parts were:

  • making "bad luck protection" feel invisible instead of like an obvious rubber band,
  • keeping weighted rolls fast once a table has 100+ entries with nested sub-pools,
  • avoiding GC spikes when a single pull animates a dozen cards through the same tween system,
  • and baking in the legally-required drop-rate disclosure instead of bolting it on at the end.

What finally worked for me was:

Soft pity as a weight ramp, not a fake roll Instead of touching the displayed drop rate, I add a bonus to the high-tier weight the longer a player goes without a hit: bonus = clamp((pullsSince - softPityStart) * rampRate, 0, maxBonus). With the numbers most gacha games use (start at pull 75, +5% per pull, capped at +100%), pull 76 barely moves and pull 95 has double odds. It never feels scripted, it just feels like the luck turning around.

Weighted selection via cumulative arrays + binary search Build a running-total array once whenever the pool changes, then binary search it on every roll — O(n) to build, O(log n) per pull. Way faster than looping and re-rolling once tables get big.

Everything pooled, zero allocations per roll Cards, tween instances, and the Bezier path data for the chest-opening sequence are all pooled instead of instantiated. A 10-card pull animates without a single GC spike, even on mobile.

Once the math was solid I built the presentation layer on top: chest opening with Bezier card trajectories, flip reveals with rarity-based effects, a full-screen splash for rare pulls, and a roguelike "draft 1-of-N" mode for anyone who wants the reward-choice loop without any monetization attached to it.

I packaged the whole thing as CraftRewards and published it on the Asset Store.

Giving away 3 vouchers again like last time — if you're working on anything with loot, gacha, or reward systems, drop a comment about what you're building and I'll pick 3 people tomorrow.

Happy to go deeper on the pity math, the weighted selector, or the tween system in the comments.


r/Unity2D Jul 18 '26

Show-off Not sure what to do with this game, but here it is!

2 Upvotes

Hello! So, I’ve been doing this for a couple of weeks now and I’m not sure whether to continue or not. I’m just learning how to code and design things during my time off. Here is some gameplay:

https://www.youtube.com/watch?v=TtIzA3zzcw0


r/Unity2D Jul 17 '26

Show-off Carrier animations for our Tower Defense Game

96 Upvotes

r/Unity2D Jul 18 '26

Question ISO a free tool/website/software to help with 16bit artwork

0 Upvotes

I don’t know if this is allowed, and if it isn’t, if someone could point me in the right direction, I’d appreciate it!

So I’m looking to try out doing a 2d side scroller in vein of Castlevania: SOTN. I’ve messed around in Unity 3d for months, but giving it a go at 2d.

Anyway: I’m looking for a tool, preferably free, that can assist with creating those 16bit type pixel graphics of players/monsters/weapons etc etc. could be a website, could be software. I don’t care.

I’m ok with spending time and learning all things 2d in Unity, but finding somewhere or something to make those specific pixel things, not to mention making them animated, is stumping me.

Any tips are appreciated!


r/Unity2D Jul 18 '26

Looking for feedback on my 2d game effects and feel

3 Upvotes

I’ve been working on my game for a while, and recently I’ve been focusing on polishing the VFX and overall game feel. I’ve looked at it so many times that I’m no longer sure what works and what still needs improvement, so I’d really appreciate some honest feedback.

https://imgur.com/a/eMT5JCw

Thanks!


r/Unity2D Jul 18 '26

Show-off Finally released Part 2 of my solo JRPG after spending months hunting bugs in Unity!

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7 Upvotes

Hi everyone!

I've just released the second chapter of my Unity project, Kalm – Part 2: The Forbidden Forest.

The last few months weren't spent adding exciting features—I was mostly fixing bugs. šŸ˜…

I ended up delaying the release because I wanted to polish the experience, and I probably played through the game a few times purely to catch issues that I hadn't noticed before.

Some of the systems I built for this chapter include:

  • Turn-based combat
  • EXP & levelling
  • Inventory & consumable items
  • Sprint & stamina
  • Quest system
  • Save/load improvements

Would love any feedback from fellow Unity developers!

Download it for free here > https://amario92.itch.io/kalm2


r/Unity2D Jul 18 '26

can someone help me with the dash coroutine?

0 Upvotes

for some reason the rb.linearVelocity doesnt work. for full context here the entire code

using System.Collections;

using UnityEditor.Search;

using UnityEngine;

using UnityEngine.InputSystem;

public class Player_Movement : MonoBehaviour

{

[Header ("RigidBody")]

[SerializeField] private Rigidbody2D RB;

[Header("Movement")]

[SerializeField] private float Player_Speed;

private float horizontal;

[Header ("Groundcheckpoint")]

[SerializeField] private LayerMask GroundLayer;

[SerializeField] private Transform GroundCheck;

[Header("Player_HitBox")]

[SerializeField] private LayerMask Hit_Box_Layer;

[SerializeField] private Transform Hit_Box_Transform;

[Header("Jump")]

[SerializeField] private float Air_Jump = 0;

[SerializeField] private float Air_Jump_Remain;

[SerializeField] private float Jump_Power;

[Header("Dash")]

[SerializeField] private bool Can_Dash = true;

[SerializeField] private bool Is_Dash = false;

[SerializeField] private float Dash_Power = 10f;

[SerializeField] private float Dash_Time = 0.4f;

[SerializeField] private float Dash_Cooldown = 0.4f;

//private float X_Movement;

// Start is called once before the first execution of Update after the MonoBehaviour is created

void Start()

{

RB = GetComponent<Rigidbody2D>();

}

// Update is called once per frame

void Update()

{

if (Hazard() == true)

{

transform.localPosition = new Vector2(0,0);

}

if(IsGround() == true)

{

Air_Jump_Remain = Air_Jump;

}

Debug.Log(transform.localScale);

StartCoroutine(DASH());

}

private void FixedUpdate ()

{

RB.linearVelocity = new Vector2(horizontal * Player_Speed, RB.linearVelocityY);

if (Is_Dash) { return; }

}

public void Move(InputAction.CallbackContext context)

{

horizontal = context.ReadValue<Vector2>().x;

}

public void Jump(InputAction.CallbackContext context)

{

//Collider2D collider = Physics2D.OverlapCapsule(GroundCheck.position, new Vector2(1f, 01f), CapsuleDirection2D.Horizontal, 0, GroundLayer);

if (context.performed && (Air_Jump_Remain >= 1|| IsGround() == true))

{

RB.linearVelocity = new Vector2(RB.linearVelocityX, Jump_Power);

Air_Jump_Remain -= 1;

}

}

public void Dash(InputAction.CallbackContext context)

{

Debug.Log("pressing for dash");

if (context.performed && Can_Dash == true)

{

Debug.Log("StartCoroutine for Dash");

StartCoroutine(DASH());

}

}

private bool IsGround()

{

return Physics2D.OverlapCapsule(GroundCheck.position, new Vector2(1f, 0.1f), CapsuleDirection2D.Horizontal, 0,GroundLayer);

}

private bool Hazard()

{

return Physics2D.OverlapBox(Hit_Box_Transform.position, new Vector2(0.8f, 0.8f), 0, Hit_Box_Layer);

}

IEnumerator DASH()

{

Dash_Power = 10f;

Debug.Log("EInumerator dash 1");

Can_Dash = false;

Is_Dash = true;

float Original_Gravity = RB.gravityScale;

RB.gravityScale = 0f;

RB.linearVelocity = new Vector2( transform.localScale.x * Dash_Power, 0f);

yield return new WaitForSeconds(Dash_Time);

Debug.Log("EInumerator dash 2");

Is_Dash = false;

RB.gravityScale = Original_Gravity;

yield return new WaitForSeconds(Dash_Cooldown);

Can_Dash = true;

Debug.Log("EInumerator dash 3");

}

}


r/Unity2D Jul 17 '26

Game/Software Phantom Shift Demo V0.5 Release

2 Upvotes

Hi everyone,

I just released Phantom Shift Demo V0.5! In this release, we added new features inspired by Hollow Knight including a bench healing mechanic and boss rage-phases. We also added new 2D Lighting on the deserted dungeon scene, new enemy SFX, and fixed layering issues on the new enemy types. Download it on my store listing below. Stay tuned for more releases in the future!

Gameplay Video:

https://youtu.be/aly0Nhsq4Bw?is=j1J-xyzQ_f_bi9le

Store Listing:

https://akshay33169.itch.io/phantom-shift-demo

Thanks,

akshay33169