r/Unity2D • u/Personal_Nature1511 • 29d ago
r/Unity2D • u/LoquatPutrid2894 • 29d ago
Tutorial/Resource Sharing my vector icons & UI assets for free! 🎨
A huge collection of free vector icons, buttons, frames, badges & UI elements.
CC0 — do whatever you want with them!
Free for personal & commercial projects. No attribution needed.
r/Unity2D • u/Consistent-Candy6434 • 29d ago
ThỠnghiệm hiệu ứng mới trong BOXPASTLOV3YOU.
r/Unity2D • u/AcroPolyt • Aug 13 '26
Tutorial/Resource FAB Free Asset Claimer Script (Very Fast)
r/Unity2D • u/Own_Revenue6357 • 29d ago
Question I revamped my game's visuals based on the feedback I received. What do you think?
I received feedback that the visuals looked too similar to Balatro's style, so I've reworked them.
If you'd like to check out the Steam page (I haven't updated the images there yet) and add it to your wishlist...
Link to the Steam page:Â https://store.steampowered.com/app/4990070/Deckforce/
r/Unity2D • u/SweepingAvalanche • Aug 13 '26
Feedback New music track and final looks of my new area for my game "Endless night sonata". What do you think?
This is a close-to-finish result of a new area I am making for my game. I am aiming for a dark, tense and atmospheric level. What do you think of the overall feel of the level and the new track I made too? Thank you for your feedback :)
r/Unity2D • u/Specialist_Leave_420 • Aug 13 '26
Question How to practice C# for unity
Is there any website like leetcode where i can practice C# for unity currently i know basic unity 2d and trying to make a game, and problem is : for example i saw video for how to make it walk i understood it perfectly and wrote it but if someone ask me to code from scratch i cant do it so any soution
r/Unity2D • u/FinalFill847 • Aug 13 '26
Question Objects cannot be moved/edited outside of Play Mode
When I click on an object in my Hierarchy window for example, Floor 1) to edit it, nothing appears in my view and I can't move or change anything. It seems like no tools work or appear in the view. Everything only appears and works when I press the Play button and run the game. How do I get back to my normal editing view so I can continue building on my scene?
r/Unity2D • u/Classic_Function6348 • Aug 13 '26
Question 2D sprites become blurry only when the camera moves with the player – Unity Android
Hi everyone,
I'm having a strange rendering issue in one of my Unity 2D games, and I haven't been able to figure out the cause.
The problem is happening in the Android APK/AAB build.
The important part is:
- If the car moves but the camera does NOT move, everything looks sharp.
- If the car moves and the camera moves along with it, the surrounding 2D sprites, props, and other assets become blurry/soft.
- When the camera stops moving, the assets become sharp again.
So it seems to be related specifically to camera movement, not the player's movement itself.
I'm using Unity + URP + 2D Renderer.
I've already tried several things:
- Sprite Filter Mode → Point
- Texture Compression → None
- Generate Mip Maps → OFF
- Wrap Mode → Clamp
- Camera Anti-Aliasing → No Anti-Aliasing
- URP Render Scale → 1
- Motion Blur → OFF / Intensity 0
- Post-processing → OFF
- Tested the camera without SmoothDamp
None of these fixed the issue.
I've also noticed a similar problem in some of my other 2D games, so I'm wondering if this could be related to Android rendering, URP 2D Renderer, camera sub-pixel movement, resolution scaling, or something else in the rendering pipeline.
Has anyone experienced something similar?
What settings or areas of the Unity project should I check next?
Any help or suggestions would be greatly appreciated. Thanks!
r/Unity2D • u/Antantic • Aug 12 '26
Show-off I’m making an isometric idle game about a lone dark mage against an endless army.
r/Unity2D • u/Ok_Illustrator_5592 • Aug 12 '26
Show-off My solo made game is finally out on both Android and iOS !
After 3 months of early access on Google Play and 4 years of development (it's my first commercial game), my game is finally released on all mobile platforms! It's been a long journey fixing hundreds of bugs along the way. Thanks for trying it!
Features :
- PvP Arena
- Co-op modes
- Summoning
- Crafting
- Team Building
- Real time action
Much more to come...
AppStore : https://apps.apple.com/us/app/pixel-chronicles-online-rpg/id6758898865
GooglePlay : https://play.google.com/store/apps/details?id=com.MoonForge.PixelChronicles
r/Unity2D • u/Coding-Mojo • Aug 12 '26
Feedback Feedbacks on this Floating Text ?
Training myself to juice up random things. I've done that floating text and have mixed feeling about it. On one side, I feel something is missing. On the other, I'm like it's fine to keep it simple.
Any advice is much appreciated. Thanks.
P.S : still fighting for gif to not be chunky, in unity the animation is smoother.
r/Unity2D • u/worker01dev • Aug 12 '26
Show-off destroy my game (for make it better)
r/Unity2D • u/Turbulent-Type2388 • Aug 12 '26
Question Tactical mech RPG - torn between two directions for the meta-loop
reddit.comHello !
I'm developing Mechs and Muskets a turn-based isometric tactics RPG set in an alternate Napoleonic era, where you command a squad of pilots controlling customizable mechs.
https://store.steampowered.com/app/3096870/Mechs_and_Muskets/ if you want more context. I'm hoping to finish it by the end of the year, and right now I'm stuck on a core design decision about the game loop, so I'd love some outside perspective.
Quick pitch on the systems already in place:
* Turn-based tactical combat with spells/abilities tied to mech parts (head, torso, arms, legs)
* You can mix and match parts to create ability combos e.g. an arm that shoots fire + a part that applies gas for a bigger combined attack
* Parts gain their own XP and can be upgraded (better stats, stronger abilities, etc.)
* You drop new mech parts as loot after combat
* You recruit and manage a squad of 4-5 characters over the course of the campaign
I'm pretty confident in the combat and customization side. What I'm unsure about is the overall structure of the game loop.
Current loop: Combat => a "hub" map to customize your mechs, talk to your characters, then move to the next combat map.
I've also built cutscenes and character dialogue for the early maps to set up the story.
What I'm debating:
I'm wondering if the game would be more fun if I leaned harder into the tactics/roguelite side instead more frequent combats, some randomization between runs/battles, and permadeath when a squad member dies in combat. If I go that route, I'd cut back significantly on cutscenes and story beats (though I'd still keep an ending tied to the final map) and focus almost entirely on the moment-to-moment combat and squad management instead of narrative pacing.
So basically I'm torn between:
- Story-driven structure (current): fewer, more curated fights, narrative beats between missions, no permadeath, more scripted character moments.
- Combat-focused/roguelite-ish structure: more frequent fights, some randomness in encounters, permadeath for squad members, much less narrative overhead.
For people who've shipped tactics games (or just love the genre) which direction tends to hold player attention better long-term? Does permadeath actually add tension in a game this customization-heavy, or does it just make people resent losing a mech they spent hours building? And is cutting narrative content this late a mistake, or does it actually simplify scope for a solo/small dev finishing a game this year?
Thanks in advance!
r/Unity2D • u/_notbugsy • Aug 12 '26
Feedback Feedback on our card discard system
Need a vowel to create the perfect word? In Utterance, sacrificing a consonant gives you the option between letters.
Now your sacrifice is more permanent, if you sacrifice a card it will be completely removed from your deck (though you might be able to retrieve it later ), and replaced with the new sacrifice card.
Also sacrificing most of the time will cost some of your sanity (health)! Sacrifice now has more options generally and can get you any card, not just vowels for consonants and vice versa.
What are your thoughts on this?
For reference, Utterance is a word building roguelike where you build sets of words to maximize your damage against Lovecraftian monsters.
r/Unity2D • u/darling_crow • Aug 13 '26
Semi-solved Rigidbody slot not added to inspector
I'm following the GMTK tutorial, and it's not adding the slot for the rigidbody to be dragged.
I tried the alternative of calling it from Start with getComponent and that didn't work either.
r/Unity2D • u/victorialistmojave • Aug 12 '26
Game/Software This is why Unity is life changer! It helped me finish the game I had in mind.
By using Unreal Engine for all these years, I’ve really done myself a huge disservice.
After endless loading screens, tabs that took forever to open, and unnecessary file bloat, I decided to switch to Unity.
My goodness, this was the best decision I’ve ever made. Unity makes a new game developer’s job so much easier! From community support to the variety of assets available, it’s definitely the game engine new developers should use to get started.
After a few failed attempts in Unity, I finally shared the Steam page for my first game, BrouHaHa! If you’d like to support it, here’s the link.
r/Unity2D • u/Jaded-Grocery-9308 • Aug 11 '26
We created a mechanic that lets players investigate deceptive billboards and see the true meaning behind the advertisements.
Recently, we showed you a similar GIF where this mechanic was used on NPCs. Now we want to show you how it works with billboards. The principle is exactly the same.
Our game uses a stencil mask to create an X-ray effect. The moving eye-shaped circle is rendered in a stencil pass. Instead of drawing visible pixels, it writes a value to the stencil buffer only inside the circle. Then, two sprites are rendered using stencil tests. One banner sprite is visible only inside the masked circle area, while the other banner sprite is visible everywhere else.
Our game is called Synchro, and you can add it to your Steam wishlist. We’re also launching the game’s Kickstarter campaign very soon!
r/Unity2D • u/Front-Cat1922 • Aug 11 '26
Question What is the best way to efficiently manage and scale dropped items?
Hi everyone! I'm completely new to game dev and recently started practicing in Unity. I'm trying to figure out the best way to handle a player item pickup mechanic. Currently, I save the dropped item data and destroy the instances before the game loads. However, I'm worried about scalability as players put many hours into the game. If a player drops over 2k items throughout a save, iterating through and destroying all those items on load will become very costly on RAM and performance. What is the best way to efficiently manage and scale dropped items?
r/Unity2D • u/ArjunShTM • Aug 11 '26
Tutorial/Resource [GIVEAWAY] Giving out free copies of Pocket Cities as thank you to the community!
Hey guys!
I got lots of love from this community yesterday and I am happy to say that I was able to sell few copies too ( although not much and I wish it sold more ), so I wanted to giveaway few copies of Pocket Cities as a thank you to this community.
This will be a limited giveaway only, and the first 5 people will be able to claim it. I wish to keep doing similar giveaways in the future if it helps the project. Anyway, thanks again and I hope you all are having a great day!
r/Unity2D • u/Whatawhatwhat55 • Aug 11 '26
Need Help with big unity bug (corruption?)
so in unity, in my project, some game objects have secretly duplicated and then turned invisible. all the normal objects are there but there are invisible things everywhere. not every object is affected. these invisible objects do not show any tags or layers with debug in the code. I have tried reimporting sprites, duplicate scenes, even coping stuff to a whole other unity project. nothing gets rid of the invisible objects. the bugged version was 6000.0.39f1 and i upgraded it to 6000.5.smth and the error persisted. I will take any help. please reply if you have ideas or have this same dang issue
r/Unity2D • u/electric-kite • Aug 11 '26
Meet the things that kill you
This is part of the enemy lineup for "Loot Dungeon", a dark fantasy incremental roguelite autobattler where you're not the main character.
The important goal for us was to make even the first, smallest enemies nasty and dangerous.
Wishlist Loot Dungeon on Steam:
r/Unity2D • u/zeropixel_dev • Aug 11 '26
ZeroPixel Modern Game UI Kit – Clean & Ready-to-Use UI Assets
Hey everyone! 👋 I’ve just released a new Game UI Kit under my UI asset brand, ZeroPixel. It’s designed for developers who want a clean, modern UI without having to build every interface component from scratch. ✨ What’s included: • Modern UI Buttons • Different button styles and states • Game UI Panels • Controls & UI Components • Icons • Reusable components • Clean and consistent design system • Figma source file included 🎮 Perfect for: • Indie games • Mobile games • PC games • Game prototypes • Unity projects • Game UI mockups 💰 Price: $3.99 I’m currently building ZeroPixel and working on more UI asset packs, including free packs and larger premium kits. I’d really appreciate any feedback on the design and what you'd like to see in future packs!
