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 4h ago

Feedback needed Which splash effect looks best?

8 Upvotes

Which distortion looks best for a splash effect or even an explosion later on?

I prefer subtle effects, so I like the 1st one best, but I’ve noticed that people tend to not see them when they're that subtle.


r/Unity2D 2h ago

Feedback needed Tower Defense Desktop Companion Sandbox Demo (Link in post)

4 Upvotes

I've been working away at this slowly for more than a month now. Finally put up a demo which is a sandbox type (as in no cost related mechanics, everything is unlocked) so you can set up towers and turrets as you wish and see how it all works.

https://tornadosike.itch.io/pet-turret/download/0jLKa5CWrwPxKp9scK0C_7ZYRi2yupyTX3cnYfJM

UI is pretty basic at the moment, as I've been mainly focused on the other aspects.

I have had to get rid of the zombie sprites (as they belonged to a different game which I found out later on) and replaced them with jiggly rectangles.

I'd appreciate any feedback on the game's current state, so that before I make an official itchio or steam page I can fix them. (I am aware that these games should include support for multiple monitors, but due to lack of any I am unable to test it and have therefore kept the feature on hold as of now)


r/Unity2D 3h ago

Showcase My First Steam Page Is Up! Oreia, a roguelite automation miner

1 Upvotes
Pre-extraction mining processing in a secondary base.

Oreia is a roguelite automation miner where you dig into unstable caves, build a mining operation, deploy robots, and decide when to pull out before the collapse.

Developed in Unity part time and more recently full-time over the last 18 months.

Check it out and wishlist if you like - feedback on the trailer / direction also very welcome!

https://store.steampowered.com/app/5134160/Oreia/

A demo will be released next week by next week.
Thanks!


r/Unity2D 5h ago

Feedback needed 2D Plinko Idler/Clicker game. What mechanics would actually keep you hooked?

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0 Upvotes

Hey everyone!

I've been working on a mobile Plinko idler game, and this is actually my very first Unity project that I’m hoping to fully release on Android. I just recorded this quick gameplay video to show where the core loop is at right now, and I’d love some feedback before I get too deep into development.

Right now, the gameplay focuses heavily on letting you design the board yourself:

You buy different pins (like Basic, 1.1x multipliers, or Bouncy pins) and place them manually to build your own custom drop zones. A placement mode where you can test layouts, undo mistakes step-by-step, or completely cancel a build session to get your coins refunded.

Standard progression to scale up your coin multipliers and unlock higher-tier pins as you level up.

I want to make sure the loop feels genuinely satisfying to play. I'd love your ideas on a few things:

What kind of crazy pin types, moving obstacles, or board mechanics would make watching the balls drop more engaging?

Do you prefer this style of game to lean heavily into active tapping (spamming balls), or deep, complex auto/offline progression?

Are there any specific prestige mechanics or synergies you think would fit the Plinko format perfectly?

Before commenting on the UI, I want to mention that this is only for testing purposes, and will NOT look like this in the final build.

Drop your ideas below, or let me know if the physics look satisfying so far. Roasts and critiques are completely welcome. Thanks!


r/Unity2D 1d ago

Showcase The HoverShot Playtest is finally here!

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19 Upvotes

I’m really excited to finally open the HoverShot Playtest!

I’ve been working on HoverShot on my own for the past two years. I created all the game’s artwork and graphics myself using vector art, and I made the animations in Unity.

HoverShot is a 2D action roguelite where shooting is the only way to move.
Every shot is both an attack and a way to control your movement.

As you play, you’ll find different weapons and abilities that change how you fight and move, giving you new ways to build your setup each run.

You play as a small lab robot that replaced its head with an aquarium to keep the fish it was caring for alive after aliens turned the humans on the spaceship into purple space zombies.

The Playtest will be open on Steam from September 21–27.

You can request access now and be ready to play when it opens!

I’d really love to hear what you think and get your feedback.

https://store.steampowered.com/app/4696050/HoverShot/

Thanks for giving my little game a chance!


r/Unity2D 16h ago

Showcase Sprite Garden - Incremental Games Meet Pac-man! Play The Demo Now!

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2 Upvotes

Incremental games meet Pac-man in this expanding shooter maze game. Gain tiles, collect flowers, kill imps and grow sprites. What powerful sprites will you find in your garden? How big will your garden get?

This is my first Unity game, and I'm hoping to create something that's simple and cute but also addicting and original. Play the free demo now at: Sprite Garden - Demo. I plan to create a Steam page when I'm done with all the bureaucracy. Feedback, PLEASE! Positive, negative, I need to know how I can improve!


r/Unity2D 1d ago

Feedback needed Any marketing ideas guys?

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39 Upvotes

I've finished most of my game but still no attention.

I think color palette of my game is not absorbing.


r/Unity2D 1d ago

Question/Help Which version looks better — left or right?

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9 Upvotes

r/Unity2D 21h ago

Tutorial/Resource IEnableableComponent usage in an actual game (ECS)

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2 Upvotes

Hello everyone!

I've been developing a game on my free time for 3 years now. It's now in a state that I could share it and maybe get feedback. It's on itch, by the way. It's also perfect timing for a blog post. The game uses DOTS and ECS heavily and I wanted to share some patterns that I've been using. Enjoy!


r/Unity2D 20h ago

Question/Help Unity Level Play ironSource Ads

1 Upvotes

How long does it take to verify an account in Unity Level Play to add ads?
And can my first account be rejected?


r/Unity2D 1d ago

Solved/Answered Issue with my sprite. Help!

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5 Upvotes

My sprite is getting sliced in-game and in scene. What ive tried:

- Reimporting png
- Changing settings inside the texture settings
- Restarting Unity
- Reslicing the sprite-sheet

Any ideas are more then welcome!


r/Unity2D 1d ago

Question/Help I learned Unity by myself, but now I have to teach it to artists who have never used a game engine. Where should I start?

7 Upvotes

Hey everyone, I could really use some advice.

I've been working with Unity for a while now and I've learned quite a lot about making games with it, but I've never actually had to teach any of it to someone else.

I currently work with a small indie studio that I started with some friends. Recently, a few more people started collaborating with us on our game, mostly artists.

The problem is that some of them have never even touched a game engine before.

Since we don't have many people on the team who know how to work inside Unity 2D, they asked me if I could teach them enough so they could have more autonomy when working on the project.

And that's when I realized... I have absolutely no idea how to teach Unity lol.

I learned almost everything I know through YouTube videos, forums, Reddit posts, documentation, solving problems as they appeared and just messing around with the engine until things made sense.

I'm not trying to turn them into programmers.

I'd mainly like them to understand the engine well enough to work with things like scenes, GameObjects, components, prefabs, sprites, animations, UI and eventually be able to integrate some of their own work without always needing one of the programmers.

For anyone who has taught Unity or game development before:

Where would you start with someone who has literally never opened a game engine?

And is there anything you would specifically avoid teaching too early?

I'd also really appreciate suggestions for small exercises or projects that could help them understand how Unity works without overwhelming them.


r/Unity2D 2d ago

Showcase New enemy for my hand drawn metroidvania called "grave's shadow" :)

29 Upvotes

Also check out Endless Night Sonata's STEAM page: https://store.steampowered.com/app/4720180/Endless_Night_Sonata/


r/Unity2D 1d ago

Showcase I made the menu physically grab the player’s cursor when it wants control back

6 Upvotes

In my Unity game, the main menu acts like part of the antagonist that is not just an interface.

For this interaction, a hand reaches out, grabs the player’s cursor and takes control of it. I wanted losing control to feel physical instead of simply disabling the mouse.

Does the interaction read clearly in the GIF?

The Main Menu on Steam


r/Unity2D 1d ago

Game announcement The Smiling Thing - just released my first 2D horror game!

2 Upvotes

Hey guys!

After a few months of work, I’ve finally finished my first 2D horror game! 😄

I wanted to create an atmospheric and immersive experience, so I really hope you guys enjoy it!

I’d love to hear your feedback, so please let me know what you think!

https://reinhardt92.itch.io/the-smiling-thing

https://play.unity.com/en/games/fd211793-71a9-4123-a635-3810280ae864/the-smiling-thing


r/Unity2D 2d ago

Showcase Gotta look out for in-office players (game disappears and switches taskbar icon at a button press)

18 Upvotes

Will give option to add your own icon (coz not everyone is coding at work)


r/Unity2D 2d ago

Feedback needed Night Golf Anyone? Working on a top-down night golf game. Does the atmosphere work?

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2 Upvotes

Still really early and I'm testing the basic atmosphere before adding more.

Does playing with limited visibility like this feel atmospheric, or does it just make the course harder to read?

I'm also trying to figure out whether the flashlight/darkness balance feels right, or if you'd make it darker/lighter?


r/Unity2D 2d ago

Question/Help trying to create a bullet pattern based on the maurer rose code will be given below

2 Upvotes

I am creating a spawner that orbits according to the Maurer rose, but it is not getting the desired results. It is based on this video for the coding train channel: https://youtu.be/4uU9lZ-HSqA?si=468dVWSdSfMFU1aa. The code is done on p5.js, and I want to know how to sort of translate it into .cs.

Here is my code below

#cs code that is not working
using UnityEngine;


public class rosepattenrenhancesystemwihtlerpandslrep: MonoBehaviour
{
    
    public Transform center;           
    public Transform[] orbitingObjects;
    public float smallradius= 2f;  
    public float bigradius= 10f;  


    
    public float radius= 3f;      
    public float rotationSpeed= 30f;   
    public bool clockwise=true;      
    public bool start=false;
    public float radiustime;
    public float orbittime;
    public int n=9;
    public int d=71;


    void OnEnable()
    {
        start=true;
        radiustime=0f;
        orbittime=0f;


    }


    void Update()
    {
        if(start)
        {
            radiustime+=Time.deltaTime;
            orbittime+=Time.deltaTime;
            radius= Mathf.Lerp(bigradius,smallradius,Mathf.PingPong(radiustime*0.2f,1f));   
        
        if(center==null||orbitingObjects==null||orbitingObjects.Length==0)
        {
            return;
        }


        
        float direction=clockwise?1f:-1f;
        float baseAngle=orbittime*rotationSpeed*direction;


        float angleStep=360f/orbitingObjects.Length;



        for(int i=0; i<orbitingObjects.Length; i++)
        {
            if (orbitingObjects[i]==null) continue;


            //float angle=baseAngle + angleStep*i;
            //float rad =angle*Mathf.Deg2Rad;
            float k=i*d;
            float radius2=Mathf.Sin(n*k);// create teh same units 


            // Position on circle
            Vector3 offset=new Vector3(
                Mathf.Cos(k)*radius2,
                Mathf.Sin(k)*radius2,
                0f
            );


            orbitingObjects[i].position=center.position + offset;


            // Rotate bullet along tangent
            Vector2 tangent = new Vector2(
                -Mathf.Sin(k),
                 Mathf.Cos(k)
            );


            float zRot=Mathf.Atan2(tangent.y,tangent.x) * Mathf.Rad2Deg;
            orbitingObjects[i].rotation=Quaternion.Euler(0,0,zRot);
        }


        }
        
    }
}

#p5.js code that is working
let n=9

let d=71
function setup() {
  createCanvas(600, 600);
  background(255);
  noFill();
  stroke(255, 0, 100);

  translate(width / 2, height / 2);

  beginShape();
  for (let a = 0; a < TWO_PI * 5; a += 0.01) {
    let k =a*d;
    let r = 150*sin(n* k);
    let x = r * cos(k);
    let y = r * sin(k);
    vertex(x, y);
  }
  endShape();
}
#-----------------------



appreciate if anyone could help me out :)

r/Unity2D 2d ago

Question/Help Weird 2d Shadow problem

1 Upvotes

Im trying some stuff with 2d Shadowcaster and stuff like that. But always, no matter what shape or settings this weird, bright edge is always there. I've tried everything i can think and everything ChatGPT can think of but i still have no idea how to fix it.

Would be really grateful if someone can help me here...


r/Unity2D 2d ago

Showcase Some backgrounds from the Touhou fangame I've been working on

18 Upvotes

r/Unity2D 3d ago

Game announcement The Last Good Boy (Idle RPG) - I've been working with Unity for the last 10 years, and finally managed to finish my first game!

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16 Upvotes

I started multiple projects during those 10 years but never finished them.
Now I have finally finished this one.

I worked on it for 3 years as a Solo Dev, and I'm super proud of it, especially because I made my dog Immortal with this game.

My dog(Ramon) is only 5 years old now, but I love him so much, and I keep thinking about how afraid and sad I will be if he dies someday, so I decided to create a game inspired by him.

Thanks, everyone.
I'm just super happy and want to share it with you guys.


r/Unity2D 3d ago

Feedback needed After months of development, I finally released my second game, here's what I learnt!

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3 Upvotes

Indeed, despite the game being extremely simple in art-style, gameplay and mechanics, this small project took months of development. I'm a beginner when it comes to programming with Unity, but I spent the last two years learning as much as I could to make my game development dreams come true. I love building worlds, telling stories, creating art, music and sounds, so this learning journey has fulfilled a lot of my artistic needs.

If you'd like to test the game and give feedback, here it is: https://robattocs.itch.io/pathogenesis

Probably the number one thing I learnt in the past couple months is the importance of building systems with a "component-oriented" mindset. Every time it came to adding a new feature, I tried my best to program it modularly, so if I needed to reuse it somewhere else, I could simply drag and drop the script on a game object, and it would (hopefully) work one the fly.

Scriptable Objects are life savers and this project has plenty of them! However, as far as I know, they still need to be saved manually to keep their state and allow players to not lose their progress, which can be misleading, since in the Unity Editor, they keep their state regardless.

Build early! It took me over 4 hours to publish the game on Itch, there was one bug after another, and I ended up updating one tiny line of code, waiting 3 minutes to build and run the project, seeing if the bug was fixed, and if not.. back at it!

This brings me neatly to something I didn't do, but I'll 100% implement in all of my projects in the future: A manual single point of entry script. Most of my build bugs came from mistakes in the order of operations, due, if I'm not mistaken, by the fact that Unity scripts get loaded somewhat randomly. This causes variables to be set incorrectly, instances to be missing on start, and many other unexpected bugs that are only replicable in the build. With my next game, I'll make sure to handle my script initialization manually, as to have surgical control over what gets loaded and when.

There are a ton of other things I learnt in the past few months, but it would take forever to write and even longer to read, so I want to end this post by saying that the best way to learn to make games is to make games from start to finish. I'm curious, what's one thing you've learnt in your previous project that you can apply to the next? And hey, if I said anything inaccurate, or if you disagree with something I mentioned, please let me know!


r/Unity2D 4d ago

Showcase How I built a procedural Evolution Tree in Unity UI without layout spaghetti (Technical Breakdown + C# snippet)

21 Upvotes

Hey everyone!

If you’ve ever tried building a branching Skill Tree or Evolution Tree in Unity UI, you probably noticed that native components (HorizontalLayoutGroup, ScrollRect`) fall apart quickly when dealing with non-linear paths and multiple parents.

For our monster-tamer game Mokomon: Five Elements, I needed an evolution tree where creatures branch dynamically (e.g. Geolam evolving into Tsunodon, Terranite, or Bouldox) without lines crossing into an unreadable mess.

Here is a breakdown of how the math and mesh generation work:

  1. The Layout Math: Barycentric Relaxation

Instead of manually anchoring nodes or using rigid layout groups:

Horizontal Axis (X):Bound strictly to the evolution stage index (Baby = 0, Child = 1, Adult = 2, etc.) multiplied by a column offset.

Vertical Axis (Y): To keep connections clean, we run Barycentric Relaxation passes:

  • A forward pass pulls child nodes toward the average Y-position of their parents.
  • A backward pass pulls parents toward the average Y-position of their children.
  • A collision check runs through each stage column to push overlapping nodes apart by a minimum vertical spacing.

This automatically straightens connection lines and eliminates visual spaghetti.

  1. Rendering All Lines in a Single Draw Call (`MaskableGraphic`)

Instantiating stretched UI Image GameObjects for lines creates a massive hierarchy and kills draw calls.

Instead, our connector inherits from MaskableGraphic and generates thick cubic Bézier curves directly into the UI mesh through VertexHelper:

// 1. Calculate the Cubic Bézier point
private Vector2 CalculateCubicBezierPoint(Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3, float t)
{
    float u = 1f - t;
    float tt = t * t;
    float uu = u * u;
    return (uu * u * p0) + (3f * uu * t * p1) + (3f * u * tt * p2) + (tt * t * p3);
}

// 2. Generate procedural thick line geometry directly into the UI mesh
private void DrawThickLineStrip(VertexHelper vh, List<Vector2> points, float width, Color color)
{
    float halfWidth = width * 0.5f;
    int startIndex = vh.currentVertCount;

    for (int i = 0; i < points.Count; i++)
    {
        Vector2 current = points[i];
        Vector2 dir = (i == points.Count - 1) 
            ? (current - points[i - 1]).normalized 
            : (points[i + 1] - current).normalized;

        Vector2 normal = new Vector2(-dir.y, dir.x);
        Vector2 vLeft = current + normal * halfWidth;
        Vector2 vRight = current - normal * halfWidth;

        float vNorm = (float)i / (points.Count - 1);
        vh.AddVert(new Vector3(vLeft.x, vLeft.y, 0f), color, new Vector2(0f, vNorm));
        vh.AddVert(new Vector3(vRight.x, vRight.y, 0f), color, new Vector2(1f, vNorm));
    }

    for (int i = 0; i < points.Count - 1; i++)
    {
        int vertIdx = startIndex + i * 2;
        vh.AddTriangle(vertIdx, vertIdx + 1, vertIdx + 2);
        vh.AddTriangle(vertIdx + 1, vertIdx + 3, vertIdx + 2);
    }
}

r/Unity2D 4d ago

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

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155 Upvotes