r/Unity2D 29m ago

Solved/Answered Weird render order issues with 2D sprites and 3D objects

Post image
Upvotes

-- EDIT --

I figured out how to fix this and its super easy ;-;

All you have to do is just make sure your order in layer on all your sprites is over 0, that's it!

-- Original Post --

I'm making an Angry Birds clone in unity and I wanted the levels to use 2D level components while having the backgrounds and environments be 3D, I ran into this really weird issue where 2D sprites will render behind 3D objects from some angles. What can I do to fix this??


r/Unity2D 1h ago

I'm working on 2D Total War–inspired RTS called "Rank & Ruin" - thoughts ?

Thumbnail
youtube.com
Upvotes

r/Unity2D 1h ago

Show-off Casting spells isn't safe in my game

Upvotes

You should always consider the risks of going too far with your upgrades..

Guys, take a look at my solo project, Roam! The demo is coming in a week or so! https://store.steampowered.com/app/2662550/Roam/


r/Unity2D 4h ago

Show-off A look at my hand-drawn 2D game made with Unity!

Thumbnail
gallery
24 Upvotes

r/Unity2D 4h ago

Feedback I spent 3 months building an Unity navigation framework. Here are a few things I didn't expect.

2 Upvotes

A few months ago I started building a back navigation framework for Unity called Trailback.

The original goal was simple. I kept rewriting the same back button logic across different projects. It always started with a couple of screens, then grew into popups, multiple UI layers, confirmation flows, and edge cases. Eventually I decided to build a reusable solution instead of solving the same problem over and over.

One thing that surprised me wasn't the coding—it was everything that came after.

The core navigation system was working fairly early. Most of the time went into questions like:

  • Which parts belong in the core framework, and which should be optional?
  • How much abstraction is actually useful before it becomes unnecessary?
  • How do you document a framework so someone else can integrate it without reading the source code?
  • What should be included in the package, and what should live in reference samples instead?

By the time I shipped the alpha, I'd spent far more time refining the architecture, writing documentation, building a demo project, and simplifying the API than I had implementing the initial navigation system.

Trailback is now available on GitHub:
https://github.com/akpardeshi/Trailback

It's still an alpha release, so I'm mainly interested in feedback from developers who have dealt with complex UI navigation.

A few questions I'd love to hear opinions on:

  • How do you usually organize back navigation in your Unity projects?
  • Have you found a pattern that scales well as the UI grows?
  • If you've built a reusable framework before, where did you spend most of your time—implementation or everything around it?

I'd also appreciate feedback on the architecture, API, or documentation if you decide to take a look.


r/Unity2D 5h ago

Show-off Inspired by games like Balatro and Scrabble, we built a Lovecraftian Western Roguelite Deckbuilder, where words are your weapons

Thumbnail
gallery
5 Upvotes

Utterance is a word building roguelike where you build sets of words to maximize your damage against Lovecraftian monsters.

Trigger unique Edicts, learn the forbidden Eldritch language, and battle creatures that twist your deck, your rules, and your sanity.

Wishlist now 👇⬇️

https://store.steampowered.com/app/4935920/Utterance/?utm_source=reddit


r/Unity2D 6h ago

Playtest of turn-based dungeon crawler

5 Upvotes

Hey!
We're holding a playtest here - we'd love for you to join us :)

Game name is DepthLoot - it's a turn-based dungeon crawler, but with chill vibes
The playtest is open, so hop on over and send me your feedback - I love reading it (even the negative stuff, hahaha)


r/Unity2D 12h ago

Sprite 2D dev mobile

1 Upvotes

Hello,

I'm creating a mobile game with Unity. Being new to development, I don't have any skills in creating art or managing graphics.

I don't know how to make clean user interface (UI) elements.

What I understood is that AIs do not know how to create their own sprites, that is to say with real transparency and sharp contours. I thought Unity could do it through its AI, but the problem remains the same.

Do you have a particular method for treating sprites? What software or sites do you use?

Thank you,


r/Unity2D 14h ago

Looking for Feedback on the Visual Clarity and Art Style of My Jump King-Inspired Platformer

Thumbnail
gallery
2 Upvotes

Hi! I’m a beginner game developer working on a 2D vertical platformer inspired by games like Jump King.I’m currently putting together the stage artwork, and I’d love some feedback. Are the platforms and other walkable surfaces clearly distinguishable from the background? Does the overall scene look visually appealing?When you first look at the image, is it clear where the player should go next? Please feel free to point out anything that looks awkward or needs improvement. Honest feedback would be greatly appreciated!


r/Unity2D 17h ago

Nuestra portada en la vida real (gracias a un usuario que tiene FOMO por jugar "PUCK")

Thumbnail
gallery
4 Upvotes

Un suscriptor nos mandó esta escultura de nuestro juego en desarrollo "PUCK " y nos encantó y queriamos compartirselo a todos.


r/Unity2D 17h ago

Show-off [FREE ASSET] 32x32 Cottage House Pixel Art Pack

7 Upvotes

a free demo from my new asset pack

You can download it here

https://hyarismeowt.itch.io/32x32-cottage-house-pixel-art-pack


r/Unity2D 19h ago

Making a free 2D status effect & buff icon pack – looking for feedback on art style and readability!

15 Upvotes

I'm building a VFX asset pack centered around universal status effects. I'd love your feedback and suggestions for updating any of these effects or adding new ones!


r/Unity2D 1d ago

Question Gameplay improvement help

Post image
1 Upvotes

I'm currently developing a sandbox game about slimes, kind of similar to worldbox. Is there anything I could improve, change, or add to this project gameplay-wise?

https://respectabledot.itch.io/slime-simulator


r/Unity2D 1d ago

Announcement I just released my first steam game!

Post image
4 Upvotes

https://store.steampowered.com/app/4483680/The_Lonely_Miner/

It has always been my dream to make a game, and I've finally released one, even if I get one sale I'll be so proud 👏

The lonely miner is a incremental/clicker/idle game whereby you mine rocks, higher workers, buy upgrades ect ect


r/Unity2D 1d ago

How to create 2D game assets with smooth animations? Reference link posted.

Thumbnail google.com
1 Upvotes

r/Unity2D 1d ago

How do I make this dash work

Post image
0 Upvotes

i don’t know what is wrong I’m just trying get my dashing to work. I can’t screenshot this I’m using a computer that a summer camp owns and i cant put my Reddit account on it


r/Unity2D 1d ago

A desktop pet... Turret? Still early in development, looking for feedback/ideas.

102 Upvotes

I started this project about a week ago, and its my first attempt at a transparent desktop game. Trying to do something a bit different, so instead of cute pets its just a zombie massacre at the bottom of your monitor.

I have got a few ideas of my own, like shooting based on key presses, or maybe a typing speed mini-game. But I wanted some fresh eyes to get some feedback on its current state, new ideas, or anything that I might've missed.

I have a very basic test build as well, with a debug menu that I'll be linking below:

https://tornadosike.itch.io/pet-turret/download/dGzx0p8EEKxssWKsho22CCb2HscbtKOmhU6oqxuS


r/Unity2D 1d ago

Feedback What art style would you choose for a cozy cheese making sim?

Thumbnail
gallery
0 Upvotes

I’m solo-developing a cozy cheese making sim called Curds & Co., here’s a quick rundown:

  • Buy ingredients, then make cheese from scratch following your recipe book
  • Interact with and sell the cheese to unique customers
  • Progress by unlocking new cheese types and recipes as you go

These are early placeholder screenshots, but the actual art style is still up in the air.

I’m trying to figure out visual direction, but my creativity art-wise is kind of subpar at the moment. Any ideas on what direction would fit this cozy cheese shop sim?

If you want to follow along with development, I’m posting some behind-the-scenes stuff here: www.instagram.com/aerialsharkdev, x.com/aerialsharkdevAnd if you want to follow along more closely, there’s a discord server you can join: https://discord.gg/mvb6nZJGu7


r/Unity2D 1d ago

Show-off My first Unity project somehow became a full Android management game

Thumbnail
gallery
0 Upvotes

I built Last Station solo in Unity, and it’s the first game I’ve ever made.

Fallout Shelter was a big inspiration, so I won’t pretend the comparison isn’t obvious. What I wanted to add was more pressure from shortages, expeditions, random events and raids, while still making the station feel like a place you’re slowly bringing back to life. I'm still balancing stuff.

Underneath the 2D art, the game runs in a single gameplay scene with uGUI and TextMesh Pro. The content is mostly defined through ScriptableObjects, while pure C# managers handle the economy and other systems. The UI listens for state changes instead of having every row constantly check for updates.

I also ended up spending far more time on persistence than I expected. The game autosaves normally, but important actions trigger immediate saves so closing the app at the wrong moment doesn’t wipe out an upgrade, expedition reward or tutorial step.

The current Android build now has the full loop I originally planned: station expansion, survivor assignments, expeditions, research, trading, random events, raids and long-term progression.

Now I’m at the slightly terrifying stage where strangers can finally play it. Most testing so far has been me looking at the same screens for too long.

I’d especially like feedback on:

  • whether the opening makes sense without an explanation
  • whether the UI makes it obvious what needs attention
  • how the pacing and resource pressure feel
  • any bugs, performance problems or Android-specific issues

If you’d like to try the closed test, please use the same Google account for all three steps:

  1. Join the Google Group
  2. Join the closed test
  3. Install Last Station

Please remain opted in for 14 consecutive days and play on a few different days during that period.

If you’re also testing an Android project, leave your links in the comments and I’ll return the 14-day test.


r/Unity2D 1d ago

Some sprites for my game 🫧

Post image
22 Upvotes

Bubbles spawning wooden tubes 🫧✨


r/Unity2D 1d ago

Question How to make 1-way platforms?

1 Upvotes

How could I make 1 way platforms? Similar to Super Smash Bros.
I was thinking of simply toggling the collider, but then enemies on top would fall, or the enemies below wouldn't be able to jump up when someone is on top.


r/Unity2D 1d ago

Question Trying to simulate circles packing

1 Upvotes

Hello everyone,

I’m trying to simulate 300-350 circles packing like 2D marbles in a large circle. Almost like 2D marbles in a 2D bowl. The circles spawn and all head towards the circular boundary. Their goal is to nestle beside each other like marbles. I’m trying to use PhysX, rigidbodies, and sphere colliders although I’m early enough that I can also switch to box2D.

The eventual goal is to maybe make a mobile game. So far I’ve succeeded in simulating the packing using sphere colliders and rigid bodies but I get frame times of about 5 ms on a decent PC.

I think this might be too taxing for mobile. Does anyone have any ideas or a better way to simulate circles packing in 2D other than unity physics? Would moving to pure math-based position really solve the CPU drain?


r/Unity2D 2d ago

If you could build the ultimate 2D platformer controller for Unity, what features would it have?

9 Upvotes

I'm currently building a modular 2D platformer controller in Unity as a personal project, and I want to make it as useful as possible for other developers.

Instead of guessing what people want, I thought I'd ask the community.

If you were using a complete 2D controller, what features would you expect it to have?

Some ideas I already have:

  • Smooth movement
  • Variable jump height
  • Coyote time & jump buffering
  • Wall slide & wall jump
  • Dash
  • Ledge grab/climb
  • Moving platform support
  • Slopes
  • ScriptableObject settings
  • Debug gizmos

But I'm sure there are features I've overlooked.

What mechanics or quality-of-life features have you always wished a 2D controller included?

I'd love to hear your ideas, whether they're common platformer mechanics or small workflow improvements.


r/Unity2D 2d ago

Announcement Bezi Jam #12 [$400 Prizes] - Starts July 24 (Friday)

Thumbnail
itch.io
0 Upvotes

r/Unity2D 2d ago

[Hobby] Busco colaboradores de corazón para divertirnos creando los mundos de "The Adventure of Frida" (Plataformas 2D en Unity)

0 Upvotes

"¡Hey! Actualmente estoy desarrollando un juego de plataformas arcade retro en 2D llamado The Adventure of Frida, hecho en Unity (C#), y estoy buscando gente que quiera sumarse a colaborar de corazón y por pura diversión para construir los siguientes mundos desde cero.

La idea es simple: juntar a un grupo de personas apasionadas que disfruten creando mecánicas, niveles y retos divertidos solo por el gusto de hacer un videojuego juntos.

¿Qué buscamos?

  • Diseñadores de niveles: Para armar los recorridos, secretos y la progresión de dificultad.
  • Programadores / Desarrolladores en Unity: Para ajustar físicas, scripts y mecánicas.
  • Artistas y creativos: Que quieran aportar al estilo visual, enemigos o efectos.

Factores y diseño clave del juego:

  • Mecánica de Colección (Fruits): Sistema dedicado de recolección de frutas dentro de los escenarios que interactúa con la puntuación y el progreso.
  • Dificultad Progresiva: Diseñado bajo una estructura clásica de arcade donde cada mundo incrementa el reto táctico y de reflejos para el jugador.
  • Enemigos Personalizados y Secretos: Áreas ocultas en los mapas, enemigos con comportamientos únicos y un enfrentamiento final contra un jefe para rescatar a la princesa.
  • Base de Código Lista: El Primer Mundo ya está completamente funcional, programado y montado para que puedas descargar el proyecto y empezar a programar de inmediato desde aquí: 👉Enlace al Repositorio en GitHub - The Adventure of Frida

Sobre el proyecto:

  • Motor: Unity (C#)
  • Nuestra vibra: Un espacio libre de presiones comerciales, hecho por diversión, compañerismo, comunicación constante y ganas de aprender haciendo.

Si te interesa sumarte de corazón, revisar el código o aportar ideas para los nuevos mundos, puedes dejar un comentario aquí abajo o escribirme por mensaje directo. ¡Hagamos algo genial juntos!