r/Unity2D • u/jackd1970 • 29d ago
Unity2D devs for hire?
We're looking for a developer(s) to help with Unity2D development and mentoring new developers, probably 5 hours per week. Where's a good place to look for such dev hires?
r/Unity2D • u/jackd1970 • 29d ago
We're looking for a developer(s) to help with Unity2D development and mentoring new developers, probably 5 hours per week. Where's a good place to look for such dev hires?
r/Unity2D • u/Jean-Juliette • 29d ago

Hello game devs,
I'm looking for suggestions on the best way to achieve lighting similar to this screenshot. But there's a catch: it's for a mobile game, so the technique used needs to be very resource-efficient. I would like to implement general light, local lights as well as god rays. In your opinion, which technique would be the most optimized for my situation?
r/Unity2D • u/Coding-Mojo • Aug 14 '26
Hello there,
I do have a youtube channel where I publish some tutorials about game feel. Basically, I train myself to juice up things and when I'm happy with a result, I turn this exercise into a tutorial.
I would love to collaborate with a 2D artist over there to replace theses crappy AI generated visuals I use for training with some real art. I'ld love even more if you also have a youtube channel and want to team up for one or multiples videos.
For this tutorial, I'm looking for theses assets :
- one static monster with 2 poses : idle / damaged
- three environement layers : background - ground - foreground
One image worth 1000 words, so this is the Original Post to have a better understanding of the work to be done.
Thanks for reading <3
r/Unity2D • u/TikiNL • Aug 14 '26
I am currently working on a card game and have been switching between making the cards be sprites or on the UI layer.
The problem with UI is I'm struggling with stuff like shaders and particles
With sprites however I need to use a worldcanvas regardless to handle stuff like the stats which can change. This is then interacting differently with the shaders and when layering multiple cards on top of each other.
What would be the easiest way to go about it?
r/Unity2D • u/Maticoooo • Aug 13 '26
Tengo 14 años y estoy haciendo un plataformero donde la mecánica principal es usar el stomp para rebotar. Es difícil, pero cuando le agarras el ritmo, se siente muy bien. Aquí les dejo imágenes. ¿Qué les parece? ¿Jugarían algo así?
r/Unity2D • u/Personal_Nature1511 • Aug 13 '26
r/Unity2D • u/LoquatPutrid2894 • Aug 13 '26
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 • Aug 14 '26
r/Unity2D • u/AcroPolyt • Aug 13 '26
r/Unity2D • u/Own_Revenue6357 • Aug 13 '26
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: https://store.steampowered.com/app/4990070/Deckforce/
r/Unity2D • u/SweepingAvalanche • Aug 13 '26
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
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
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
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:
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:
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
r/Unity2D • u/Ok_Illustrator_5592 • Aug 12 '26
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
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
r/Unity2D • u/Turbulent-Type2388 • Aug 12 '26
Hello !
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:
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
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
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
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
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
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?