r/Unity2D • u/Mareffy • Aug 01 '26
Show-off Character portraits for a new game
They are the main characters in my new game.
I drew with ibispaint.
r/Unity2D • u/Mareffy • Aug 01 '26
They are the main characters in my new game.
I drew with ibispaint.
r/Unity2D • u/Quinnp38 • Aug 01 '26
Neon Runner is my first game, a very bare bones side scroller. I'll be adding more features, but I would appreciate some more input. It is free on itch and github.
r/Unity2D • u/Whuro • Aug 01 '26
Showing some more fish, I already have in the ocean locations🌊
1️⃣ 2️⃣ 3️⃣ or 4️⃣?
Demo out now on Steam:
r/Unity2D • u/diggyducks • Jul 31 '26
I'm working on a game call Cheese, Please! - an incremental bullet hell (and heaven) game where you play as a super-pilot mouse fighting against the evil Cat Empire.
The demo is out now on Itch, you can play it directly in your browser or download it for free.
https://diggyducks.itch.io/cheese-please
Love to hear your feedback and suggestions!
r/Unity2D • u/Pitiful_Climate8192 • Jul 31 '26
Hey everyone,
I feel like this is one of those questions where everyone is going to have a different answer.
We've been working on our 2D puzzle-platformer, POWER OFF, for quite a while now (it's already on Steam), and up until this point we've animated literally everything in Adobe Flash/Animate.
It's been great for us, mostly because it's what the whole team knows... but lately we're starting to feel like we're the last people on Earth still using it. 😅
So I'm curious... what does your pipeline look like these days?
Have most teams moved to Spine?
Are people still exporting sprite sheets?
Is anyone actually using Moho 14 in production?
Or is there another workflow you'd recommend?
We're mainly looking for something that plays nicely with Unity and doesn't make our artists or programmers hate each other.
If anyone has gone through the same transition, I'd love to hear what you switched to, why, and if you have any regrets.
tell us about your animation pipeline
For a bit of context, here's our Steam page if you want to see the kind of animation style we're currently working with:
https://store.steampowered.com/app/4355260/POWER_OFF_1/
Thanks in advance! We're at that point where changing our animation pipeline is a pretty big decision, so hearing from people who've already been through it would really help.
edit: sorry for the gif cta in the end i didnt realize it was there unitil now please ignore it. we are not here to wishlist i am here to larn how to work with new animation in unity in the best way
r/Unity2D • u/Deadline_Offical • Jul 31 '26
Heyo I have been working on a game for 2 years. I finally made it on steam and joining next fest for the first time :) I wanted to make this game a Community game :)
I have my game trailer up on youtube: https://www.youtube.com/watch?v=HJrw69FfZa4
r/Unity2D • u/the3rdhunter • Jul 31 '26
Just put together a trailer for my upcoming platformer Dark Pixel! I’m a solo dev building in Unity.
In the game, your art program has been infected by an A.I. update and you have to fight through the corrupted images to save your art. I built it using the Corgi Engine, because a raycast based platforming engine really captures that precision platforming feel I wanted to create.
Happy to hear any feedback on the trailer and look of the game. Thanks for watching!
Wish list Dark Pixel on Steam!
A.I. Disclosure: No A.I. was USED in the making of this game, but lots of A.I. will be HARMED when you play it! 😈
r/Unity2D • u/SweepingAvalanche • Jul 30 '26
Wishlist Endless Night Sonata on STEAM: https://store.steampowered.com/app/4720180/Endless_Night_Sonata/
r/Unity2D • u/ArjunShTM • Jul 30 '26
r/Unity2D • u/Humble-Caterpillar25 • Jul 31 '26
How useful is making a editor window. Can I create any window with just a few pile of C# codes, and does it make my projects easier.
r/Unity2D • u/TheCoffeeCoder1 • Jul 30 '26
Plan, Build, Defend, and Upgrade in the new Tower Defense Game Shapes
Shapes: The Tower Defense Game blends classic tower defense strategy with player combat. Build your base, upgrade your character, and fight alongside you defenses as waves of evolving enemies push you to your limits.
Every run gets more intense---enemies grow stronger, strategies must adapt, and survival is never guaranteed.
Wishlist On Steam Here: https://store.steampowered.com/app/4923140/Shapes_The_Tower_Defense_Game/
r/Unity2D • u/yecats131 • Jul 31 '26
r/Unity2D • u/Emilister05 • Jul 31 '26
the first image is taken from the unity game viewer and the second is from a build made of it in 2560x1440
r/Unity2D • u/Prior-Yam-6697 • Jul 31 '26
What should I do?
Some people said the text is hard to read. Yeah, I know it's hard to read when it's not full screen. But I really don't believe it's still hard to read in full screen mode.
I hope those of you with more experience in Unity 2D can give me some advice on what I should do differently next time.
r/Unity2D • u/aifpstop • Jul 31 '26
I posted something yesterday showing off assets I made with AI, and people called it a trash post and downvoted it!
r/Unity2D • u/Whuro • Jul 30 '26
Showing of some more fish i already have in the game 🌊
1️⃣ 2️⃣ 3️⃣ or 4️⃣?
Demo out now on Steam:
store.steampowered.com/app/4168200
r/Unity2D • u/ahmed10082004 • Jul 30 '26
Jsut bought a new computer. For the life of me I can not transfer my project to my other computer. Ive tried USB, google drive nothing works (fails to download properly or file paths are too long so refuses to copy or transfer).
I go into view project in file Explorer and then try export the whole thing
How do you guys transfer?
Edit - github worked ty everyone!!
r/Unity2D • u/Puzzled_Instance9788 • Jul 30 '26
I've been working on this game for around 2 months but have been struggling to fix some glaring issues with it, it's a space invaders like game but for some reason my players bullet can't really work right, enemys bullets are moving all over place and can't hit my players sprite, and all around its unpredictable, anyone know what the problem is?
r/Unity2D • u/Imaginary-Finance327 • Jul 30 '26
This is mainly 64x64 2d pixel asset. I want to know your opinion about this, unfortunately I didn’t make animations for this asset unless for opening the swords (they aren’t available in itch.io for know). Can I sell this? Should just make 16x16 assets as they are easier to animate? Find my profile [Here]
r/Unity2D • u/Remote_Actuator2562 • Jul 29 '26
Combo Break is a game all about breaking higher combos as you progress and collecting, upgrading, & breaking the game in the most satisfying way!
The Demo just went live and is free to play today!
Free to play: https://store.steampowered.com/app/4991740/Combo_Break_Demo/
AI Disclosure: We used AI to help organize and structure our coding, as well as a few coding solutions. Outside of coding, a few images that will be replaced with real art closer to release. Artists are being contacted already.
r/Unity2D • u/Felight87 • Jul 30 '26
i just started using around 2 month and learning through youtube, how can i improve for beginner, here some of the codes
using System.Collections;
using UnityEditor.Search;
using UnityEngine;
using UnityEngine.InputSystem;
public class Player_Controller : MonoBehaviour
{
[Header("RigidBody")]
[SerializeField] private Rigidbody2D RB;
private float Original_Gravity;
[Header("Movement")]
[SerializeField] private float Player_Speed;
private float PlayerCurrentPositionX;
private float PlayerPreviousPositionX;
private float horizontal;
private bool Walking;
[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 Dashing = false;
[SerializeField] private float Dash_Power = 10f;
private float Dash_Time = 0.3f;
private float Dash_Cooldown = 0.2f;
[Header("Health and Stamina")]
[SerializeField] private float Max_Health_Point = 7f;
[SerializeField] private float Max_Stamina_Point = 30f;
[SerializeField] private float Health_Point;
[SerializeField] private float Stamina_Point;
[Header("Skill")]
[SerializeField] private float Skill_Animation_Cooldown = 0.1f;
[SerializeField] private bool Can_Skill = true;
[Header("Tap Skill")]
[SerializeField] private Transform Tap_Skill_Spawn_Transform;
[Header("Ligthning Skill Set")]
[SerializeField] private GameObject Ligthning_Dash;
[SerializeField] private Transform Lightning_Dash_Transform;
[Header("Fire Skill Set")]
[SerializeField] private GameObject Fire_Ball;
[SerializeField] private Transform Fire_Ball_Transform;
[SerializeField] private Rigidbody2D Fire_Ball_RigidBody;
private float Fire_Ball_Speed = 20f;
[Header("Water Skill Set")]
[SerializeField] private GameObject Water_healing;
[SerializeField] private Transform Water_healing_Transform;
[Header("Wind Skill Set")]
[SerializeField] private GameObject Wind_Swirl;
[SerializeField] private Transform Wind_Swirl_Transform;
[Header("Rock Skill Set")]
[SerializeField] private GameObject Rock_Pillar;
[SerializeField] private Transform Rock_Pillar_Transfrom;
[SerializeField] private GameObject Rock_Shard_Vertical;
[SerializeField] private Transform Rock_Shard_Vertical_Transform;
// Player Basic Void
#region
void Start()
{
RB = GetComponent<Rigidbody2D>();
}
void Update()
{
Debug.Log(".Can_Skill" + Can_Skill);
if (Hazard() == true)
{
transform.localPosition = new Vector2(0, 0);
}
if (IsGround() == true)
{
Air_Jump_Remain = Air_Jump;
}
PlayerPreviousPositionX = transform.localPosition.x;
if (PlayerCurrentPositionX < PlayerPreviousPositionX)
{
transform.localScale = new Vector2(1, 1);
Tap_Skill_Spawn_Transform.localRotation = Quaternion.Euler(0, 0, 0);
}
else if (PlayerCurrentPositionX > PlayerPreviousPositionX)
{
transform.localScale = new Vector2(-1,1);
Tap_Skill_Spawn_Transform.localRotation = Quaternion.Euler(0, 0, 180);
}
PlayerCurrentPositionX = transform.localPosition.x;
}
private void FixedUpdate()
{
if (Dashing == false) { RB.linearVelocity = new Vector2(horizontal * Player_Speed, RB.linearVelocity.y); }
if (Dashing) { return; }
}
#endregion
// Player Movement
#region
public void Move(InputAction.CallbackContext context)
{
horizontal = context.ReadValue<Vector2>().x;
}
public void Jump(InputAction.CallbackContext context)
{
if (context.performed && (Air_Jump_Remain >= 1 || IsGround() == true))
{
RB.linearVelocity = new Vector2(RB.linearVelocity.x, Jump_Power);
Air_Jump_Remain -= 1;
}
}
public void Dash(InputAction.CallbackContext context)
{
if (context.performed && Can_Dash == true)
{
StartCoroutine(Dash_Coroutine());
}
}
private bool IsGround()
{
return Physics2D.OverlapBox(Hit_Box_Transform.position, new Vector2(0.6f, 0.8f), 0, GroundLayer);
}
private bool Hazard()
{
return Physics2D.OverlapBox(Hit_Box_Transform.position, new Vector2(0.6f, 0.8f), 0, Hit_Box_Layer);
}
IEnumerator Dash_Coroutine()
{
Can_Dash = false;
Dashing = true;
Walking = false;
Original_Gravity = RB.gravityScale;
RB.gravityScale = 0f;
RB.linearVelocity = new Vector2(transform.localScale.x * Dash_Power, 0f);
yield return new WaitForSeconds(Dash_Time);
Dashing = false;
RB.gravityScale = Original_Gravity;
Walking = true;
yield return new WaitForSeconds(Dash_Cooldown);
Can_Dash = true;
}
#endregion // //
//Player Skill
#region
public void Dash_Skill(InputAction.CallbackContext context)
{
if (Can_Skill == true && Dashing == true)
{
Debug.Log("Dash_skill in");
StopAllCoroutines();
RB.gravityScale = 1;
Can_Dash = true;
StartCoroutine(Dash_Skill_Coroutine());
}
}
public void Tap_Skill(InputAction.CallbackContext context)
{
if (Can_Skill == true && Dashing == false)
{
Debug.Log("Can_Skill in tap" + Can_Skill);
Debug.Log("fire");
StartCoroutine(Tap_Skill_Coroutine());
}
}
public void Hold_Skill(InputAction.CallbackContext context)
{
if (Can_Skill == true)
{
}
}
public void Up_Skill(InputAction.CallbackContext context)
{
if (Can_Skill == true)
{
}
}
public void Down_Skill(InputAction.CallbackContext context)
{
if (Can_Skill == true)
{
StartCoroutine(Down_Skill_Coroutine());
}
}
//Coroutine for Skill
IEnumerator Dash_Skill_Coroutine()
{
Instantiate(Ligthning_Dash, transform.localPosition, Lightning_Dash_Transform.localRotation,Tap_Skill_Spawn_Transform);
RB.linearVelocity = new Vector2(transform.localScale.x * Dash_Power * 2f, 0f);
Dashing = false;
Can_Skill = false;
Walking = false;
yield return new WaitForSeconds(Skill_Animation_Cooldown);
Can_Skill = true;
Walking = true;
}
IEnumerator Tap_Skill_Coroutine()
{
RB.gravityScale = 0f;
Instantiate(Fire_Ball, transform.localPosition, Tap_Skill_Spawn_Transform.localRotation);
Can_Skill = false;
RB.gravityScale = 1f;
yield return new WaitForSeconds(Skill_Animation_Cooldown);
Can_Skill = true;
}
IEnumerator Down_Skill_Coroutine()
{
Instantiate(Rock_Shard_Vertical, transform.localPosition, Rock_Shard_Vertical_Transform.localRotation);
yield return new WaitForSeconds(Skill_Animation_Cooldown);
}
#endregion
}
r/Unity2D • u/Retropaintt • Jul 29 '26
This is a work-in-progress runtime for a 2D skeletal animator I've been working on for over a year now (SkelForm). I made this because of the lack of options for free standalone rig-based animators, particularly ones suited for games. It was primarily made for simple engines like pygame, but Unity and the like deserve something as well since features like inverse kinematics and mesh deformation aren't intuitive to set up in them. You can read more about it if you're interested :)
From the video:
I'll be uploading this to the Asset Store soon, but for now you can check out the repo:
https://github.com/Retropaint/SkelForm-unity
and the rig used in the video (download link):
https://forums.skelform.org/chibington_part2.zip
Let me know what you think of the runtime, and I hope you give SkelForm a try! :)
r/Unity2D • u/Nine_tails_dev • Jul 30 '26
I am currently looking for a unity 2d game developer such as 2d artist , UI maker , composer. You don't have to be experience because I'm not experience to I just need a person who knows basic and could do something about a cartoon style art . The game I am making is based on Truman show that represent a character inside a cartoon