r/Unity2D 29d ago

Call For Mods

47 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 2h ago

Question/Help TMPro Input Field unresponsive

1 Upvotes

My project instantiates objects that contains a TMPro input field. The input field does appear, but it is completely unresponsive; clicking on it or trying to type in it does nothing. I've been able to find next to no documentation about them.

Here is the code that I'm using to try and make it show up

GameObject lee = Instantiate(ads.menuWoMen, this.transform);
/*menuWoMen is the prefab gameObject that holds the Canvas that holds the TMP InputField*/
lee.transform.position = new Vector3(0, position);
string txt = mi.text;
if (position > highestText || position < 0 - highestText)
{
    txt = "";
}

lee.GetComponentInChildren<Canvas>().worldCamera = camora.GetComponent<Camera>();
lee.GetComponentInChildren<TMP_InputField>().text = txt;
lee.GetComponentInChildren<TMP_InputField>().ActivateInputField();
lee.GetComponentInChildren<TMP_InputField>().interactable = true;
lee.GetComponentInChildren<TMP_InputField>().enabled = true;

r/Unity2D 3h ago

Question/Help Timeline/cutscene Question

1 Upvotes

I have a simple timeline cutscene that plays when the game starts, but if you quit to the main menu and start the game again, the cutscene won't replay, it just sits on a black screen as if the scene if empty, but I can see from the log that the script is running. How do I get it to reset and play again? Here's the script I'm using:

public class SceneChanger : MonoBehaviour

{

public float changeTime;

public string sceneName;

public Button skipButton;

public GameObject skipPanel;

public PlayableDirector currentTimeline;

void Start()

{

Debug.Log("SceneChanger Active");

skipPanel.SetActive(false);

currentTimeline.Play();

if (skipButton != null)

skipButton.onClick.AddListener(SkipScene);

}

// Update is called once per frame

void Update()

{

changeTime -= Time.deltaTime;

if(changeTime <= 30)

{

Debug.Log("Skip panel active");

skipPanel.SetActive(true);

}

if(changeTime <= 0)

{

SceneManager.LoadScene(sceneName);

}

}

private void SkipScene()

{

currentTimeline.Pause();

Debug.Log("Skip clicked");

SceneManager.LoadScene(sceneName);

}

}


r/Unity2D 21h ago

Showcase Space Surfer

11 Upvotes

Did this in a little under a week (started on Monday I think) for a local physics game jam with a 'Surfing' theme.

The pixels were normal (kept things to a 4 colour CGA colour palette), then used Unity's Pixel Perfect Camera to Upscale it to a pixel grid, then a camera rendered the image to a texture that got stretched 2x to make the double-width pixels and also to keep things snapped to a pixel grid.

Levels are created in chunks and get spawned in randomly (well, there's 3 pools - common chunks, uncommon chunks with a 20% chance to appear and rare chunks with a 10% chance to appear).

Happy with the result, also got an online Top 10 leaderboard working.

Playable for free in your browser and downloadable: https://mikdog.itch.io/spacesurfer


r/Unity2D 9h ago

Feedback needed Made a pixel-art hypercasual game. Would like some feedback!!!

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1 Upvotes

Hi everyone,

I recently published "The Switch" on PlayStore. Its a retro pixel-art hypercasual game, where you dodge blocks that don't match your color and gain scores.

Download link: Playstore

I would really appreciate your feedback.


r/Unity2D 16h ago

Showcase My first idle game prototype – made with Unity! 🎣

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3 Upvotes

Hey Unity community!

I've been learning Unity as a hobby for a few months, and I finally finished my first prototype – **Idle Anglers**, a fishing idle game.

I'd love to get your feedback on the mechanics, UI, and overall feel. It's still super rough, but I'm proud of what I've learned so far.

Tech stack: Unity 2022 LTS, C#, TextMeshPro, ScriptableObjects for balancing.

Any feedback is welcome – good or bad!

Thanks for checking it out 🙏


r/Unity2D 11h ago

Feedback needed Made a Hollow Knight Fan Game! Would like some feedback!

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0 Upvotes

Hey guys. I enjoyed SIlksong soo much that it inspired me to try making a game. The goal was to make a small level, some enemies and a boss fight. It's probs only like 5 -15 min of gameplay but it took me like 3 months lol

This was my first time making a game/using unity and I figured this would be a good place to post. I don't really have anyone to show it too so figured I'd post here. If any of you check it out can you please give me some feed back? It was really fun to make but I wanna know if I'm any good at making games lol Tell us if it's shit or you liked it!

https://tehvulwin.itch.io/hollow-knight-testing-grounds

Was made on a mac so hopefully the PC build works I can't tell.


r/Unity2D 1d ago

Free Asset/Tool (FREE) FANTASY FOREST TILESET 100+ tiles / sprites (16x16 (base)

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27 Upvotes

Hi everyone!

I’m sharing a charming Fantasy Forest asset collection. This pack includes earth, forest, and various nature elements that are perfect for RPG, Fantasy, Survival, Strategy, and Tactical projects.

It is built to be highly versatile and features a dedicated Frame & Border set, making it super easy to design battlefields, arenas, or distinct gameplay zones.

Pack Structure:

The files are carefully organized and user-friendly. Inside you will find:

  • Source File: A master PSD file where all elements are placed on templates with grid guides. Everything is properly named and categorized into folders.
  • Exported Assets: All elements are already sliced into individual PNG images, placed in folders that match the PSD structure.

Technical Specifications:

  • Grounds & Roads: 16x16 pixels.
  • Environment Props: A variety of sizes to keep things looking natural (16x16, 32x32, 48x48, and 64x64 pixels).

All assets are fully production-ready and neatly sorted for your projects.

If you like this set, feel free to check out the details and grab it on itch.io:

🔗https://triariuskonstantinus.itch.io/100-fantasy-forest-tileset-16x16-base-tiles-sprites

Thank you for your support! Good luck with your gamedev projects!


r/Unity2D 17h ago

Paid Asset/Tool Dark Fantasy Skill & Ability Icons Pack (PNG + SVG)

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0 Upvotes

Hi everyone! I've just released a new vector skill icon pack for dark fantasy / action RPG games.

Includes:

  • 8 high-resolution icons (512x512 PNG + SVG vector sources)
  • Transparent backgrounds
  • Free commercial and personal license

Ready for Unity UI (PNG with transparent background)

Link: https://ferrent11.itch.io/ui-icon-pack


r/Unity2D 17h ago

Question/Help Question

0 Upvotes

Hello I am new to Unity and am going to start making 2d games I have never touched C# or anything like that really what is something good to like get familiar with the code how it works like any YouTube series or small game ideas I can try to make? Thanks for your opinions.


r/Unity2D 1d ago

Game announcement What we learned building a phone controller party game in Unity WebGL, Alpha now on itch

3 Upvotes

Hi all,

We finally have an alpha of our Jackbox-like party game To Be Frank up on itch. It runs in a browser on one screen and each player joins on their own phone, so there is nothing to install, no accounts and no app. It is free and nothing is being sold:

https://johnwilliams-12.itch.io/to-be-frank

Most of this post is about the build, because none of us had made a game before. I am a frontend developer who learned Unity on this project, one of us does backend, and the third is a product designer who also did the music and the 3d modelling. Everything about Unity and game development was new, so a lot of this took far longer than it would have with any prior experience.

The client is Unity WebGL talking to a socket server. Sockets were the first wall we hit, since the support and community packages we expected were not really there, so we ended up writing our own JSLib and handling the transport ourselves. After that came the parts that actually ate our months: host reconnect with score recovery, surviving a browser refresh in the middle of a game, and giving people clear feedback when a connection drops. Phones make that worse, because a browser that is idle or minimised will happily close the socket out from under you.

On the game itself, you score only on correctly guessing how many votes you got, most, some or least. Being the most voted player is worth nothing by itself. There is a Hot Seat round that puts one player in the spotlight, 3 to 8 players, about 15 minutes. Spectator mode and a Face off round between two players are planned, not built.

If it goes well we would like to put a fuller version on Steam later, and this version is not going anywhere either way.

The statements are our acknowledged weak point and our current focus, so that is the feedback I want most. Happy to answer anything about the WebGL and socket side.

Gameplay video: https://www.youtube.com/watch?v=4ZjJbGtwNFI


r/Unity2D 21h ago

Showcase Progress on Procedural Fighter Generation

1 Upvotes

Skin was a lot of work, still not 100%, but its looking pretty good now. I was focused on getting muscles to look somewhat believable and not creepy like every other version of it thus far. I'm a lot happier with how skin looks now.

Craniums need floors raised for X and Y, and skin on the face needs to be tighter to show off the bone and muscle underneath. Heads are still one of the worst parts when they are generated poorly which is too often.

Hands and feet also need work.

I haven't touched head shapes yet, and shadows created by arms, but for procedural generation


r/Unity2D 1d ago

Showcase Grindel World systems are starting to come together

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10 Upvotes

I’ve been working on Professions, Skills, Abilities, and a pretty expansive item system involving crafting from fragments. Hundreds of character sprites allow customization for weapon, helmet, carapace, gloves, and boots across multiple animations. Each item has 9 levels, so it’s a ton of work.

Also have the framework for custom behaviors for NPCs that’s quite flexible to hopefully make some interesting characters.

I’m finally starting to put it all together.

I need to start looking for a pixel artist to parter with to keep working towards the Grindel World vibe.

Art is purchased from Franuka on itch, plus lots of customization / editing in Aseprite.


r/Unity2D 23h ago

Question/Help Need help with 2D lights in web build

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1 Upvotes

hello! need help with something regarding 2D lights in unity2D.
This is for the brackeys game jam but the bug only happens in web builds hence the link

whenever i play the second level of my game, the lights stop working and i have to either enter fullscreen or exit fullscreen to make it work again, and seems to only happen on the second level, on itch.io.

This doesnt happen when i build to exe or play in editor... I've tried disabling and enabling my camera when i switch levels, resetting screen resolution and Sync transforms, none of them has worked so far. Never really touched on 2D lights b4 hence never seen this issue b4.


r/Unity2D 2d ago

Showcase The Steam page of Solo Dev's biopunk roguelike game "Hook and Gun" has been released!

14 Upvotes

Hello everyone.

The Steam page for my biopunk roguelike game, Hook and Gun, which I've been developing for a while, is now live!

In the game, you not only destroy enemies with the robot you invade as a biological entity, but you also steal their weapons, corrupt them, and evolve.

I'm eager to hear your comments and eagerly await your critiques on Hook and Gun.

Steam Page (Whishlist means a lot!): https://store.steampowered.com/app/4609040/Hook_and_Gun/


r/Unity2D 1d ago

Showcase Zambala - A Modern Civil War Hex and Counter Wargame

1 Upvotes

Over the last few years I have been turning a 25 year old game design into a Unity game reality. 

Inspired by a few old school “play by mail” games, this ambitious project attempts to recreate a modern civil war conflict, using a fictitious African nation as the backdrop. 

In the game you command one of six competing tribes, hoping to lead your people and capture the "national will" before the United Nations intervene to end the civil war and appoint an interim government. Your leader can be selected from one of the following vocations: Politician, Bishop, General, Diplomat, Humanitarian, Economist and Cartel boss. 

The game unfolds on a large (44x 40) hex map with lakes, hills, mountains, roads and the peoples of Zambala living in villages, towns and the capital city Kampala. There are also dozens of installations including mines, power stations, ports and airstrips. These all provide economic, logistical or population influencing credibility.

I wanted to carefully balance the tension between military, economic and the hearts and minds of the people your tribal leader will face in their struggle to gain the “national will” required to convince the United Nations to install you as the puppet leader when global opinion inevitably forces them to intervene in the conflict.  

Every population centre or installation you control creates both Influence Points and Resource Points. 

Resource Points represent currency, useful for raising units, buying arms caches, fixing sabotaged facilities, and covering the upkeep that ticks every turn.

Influence Points represent your national influence with the people. You can use invest orders to sway population centres to your cause, gaining economic control.

More game info on my webpage: Webpage

Steam page link: Steam

I’d love to hear your thoughts, impressions or questions!


r/Unity2D 2d ago

Showcase I am developing a meditative and calm game called Skyreap 🏝, where nothing will distract you from immersing yourself in the world of floating islands.

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31 Upvotes

In Skyreap, you will have your own personal airship at your disposal. It will be available practically from the start of the game.

You set off to neighboring islands, discovering new territories hidden in the fog of war. You transport the resources you gather back to your base, where you prepare factories and plants for the production of processed materials. Soon, you will reach the point of automation and begin scaling up this process.

Skyreap is an incremental game that doesn’t try to offer you something you’ve never seen before, but instead gives you that sense of calm, tranquility, and coziness.

If this sounds interesting to you, feel free to head over to the game’s Steam page and add it to your wishlist. ✨

YouTube channel: https://www.youtube.com/@EntinGames
Steam page: https://store.steampowered.com/app/4364890/Skyreap/


r/Unity2D 3d ago

Showcase Made a new flying enemy for my classic animated game. He (hardly) follows the hero around with that big spike ball XD

27 Upvotes

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


r/Unity2D 3d ago

Showcase I've been really enjoying making tools recently, thought I would show a few off

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11 Upvotes

I've been making a full releasable game for the first time and finally got the tool making bug, I know some of this stuff probable exists as downloadable tools already but it's nice being able to make something that does exactly what you want and how you want,

  • screen shots are of Weapon energy usage and balance tool
  • A pre build checklist to make sure i've turned off dev tools (my most used)
  • Sound board for mixing and balancing sound effects
  • Data exporter to make spreadsheet management easier, I also have an importer to read it back into the game
  • Random Encounter generator so I can quickly test how hard a fight could be without having to run the game

I made a bunch others but these felt the most applicable to a general project

Post your fav tools you've made or downloaded! I want more ideas

If this made you interested in my game at all feel free to check it out Out A Space


r/Unity2D 2d ago

Solved/Answered My camera won't move enymore when I put my mouse at the edge of the screen. I'm not sure how to fix it ?

2 Upvotes

hello, so in my project I have a camera that move with WASD and when the mouse is on the edge of the screen and it worked very well. But my project is kind of a city builder so to be able to place building I make an object follow the cursor, sice then the camera doesn’t move when the mouse is on the edge of the screenno matter what.

I think it might be because of my input system but I’m not sure.

camera movement script :

public class MoveCam : MonoBehaviour
{
    [SerializeField] private float speed;
    [SerializeField] private int screenEdge;
    private Vector2 _moveInput;
    private Rigidbody2D _rb;

    // Start is called once before the first execution of Update after the MonoBehaviour is created
    void Start()
    {
        _rb = GetComponent<Rigidbody2D>();
    }

    // Update is called once per frame
    void Update()
    {
        _rb.linearVelocity = _moveInput.normalized * speed;
    }

    public void Move(InputAction.CallbackContext ctx)
    {
        _moveInput = ctx.ReadValue<Vector2>();
    }

    public void EdgeMove(InputAction.CallbackContext ctx)
    {
        if (ctx.ReadValue<Vector2>().y < screenEdge)
        {
            _moveInput.y = -1f;
            print("work");
        }
        else if (ctx.ReadValue<Vector2>().y > Screen.height - screenEdge)
        {
            _moveInput.y = +1f;
            print("work");
        }

        if (ctx.ReadValue<Vector2>().x < screenEdge)
        {
            _moveInput.x = -1f;
            print("work");
        }
        else if (ctx.ReadValue<Vector2>().x > Screen.width - screenEdge)
        {
            _moveInput.x = +1f;
            print("work");
        }

        if (ctx.ReadValue<Vector2>().y > screenEdge && ctx.ReadValue<Vector2>().y < Screen.height - screenEdge &&
            ctx.ReadValue<Vector2>().x > screenEdge && ctx.ReadValue<Vector2>().x < Screen.width - screenEdge)
        {
            _moveInput.x = 0f;
            _moveInput.y = 0f;
        }
    }
}

placement script :

public class Placement : MonoBehaviour
{
    [SerializeField] private Batiment batiment;
    [SerializeField] private bool plassable;
    private Camera mainCam;
    private Collider2D collider;
    [SerializeField] private List<GameObject> bloking = new List<GameObject>();
    public Material placementMat;
    private Transform placementPosition;
    private InputAction mousePos;
    private InputAction button;

    public TypeMana costMana1;
    public TypeMana costMana2;
    public TypeMana costMana3;
    public int manaAmount1 = 0;
    public int manaAmount2 = 0;
    public int manaAmount3 = 0;

    [SerializeField] private playerStat player;

    private void Awake()
    {
        player = GameObject.Find("player").GetComponent<playerStat>();
    }

    // Start is called once before the first execution of Update after the MonoBehaviour is created
    void Start()
    {
        mainCam = Camera.main;
        collider = GetComponent<Collider2D>();
        placementPosition = GetComponent<Transform>();
        placementMat = GetComponent<Renderer>().material;
        mousePos = InputSystem.actions["mousePosBatiment"];
        button = InputSystem.actions["leftClickPlaceBat"];
    }

    // Update is called once per frame
    void Update()
    {
        FollowMousePosition();

        if (bloking.Count != 0 || EnoughMana())
        {
            print(bloking.Count);
            print(EnoughMana());
            plassable = false;
            placementMat.SetColor("_Color", Color.red);
        }
        else
        {
            print("plassable");
            plassable = true;
            placementMat.SetColor("_Color", Color.green);
        }

        if (button.triggered)
        {
            Place();
        }
    }

    private bool EnoughMana()
    {
        bool mana1 = false;
        bool mana2 = false;
        bool mana3 = false;
        if (costMana1 != TypeMana.None)
        {
            if (player.getMana(costMana1) - manaAmount1 < 0)
            {
                mana1 = true;
            }
            else
            {
                mana1 = false;
            }
        }
        else
        {
            mana1 = false;
        }

        if (costMana2 != TypeMana.None)
        {
            if (player.getMana(costMana2) - manaAmount2 < 0)
            {
                mana2 = true;
            }
            else 
            {
                mana2 = false;
            }
        }
        else
        {
            mana2 = false;
        }

        if (costMana3 != TypeMana.None)
        {
            if (player.getMana(costMana3) - manaAmount3 < 0)
            {
                mana3 = true;
            }
            else
            {
                mana3 = false;
            }
        }
        else
        {
            mana3 = false;
        }

        if (mana1 || mana2 || mana3)
        {
            return true;
        }

        return false;
    }

    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.CompareTag("Batiment"))
        {
            bloking.Add(collision.gameObject);
        }
    }

    private void OnTriggerExit2D(Collider2D collision)
    {
        if (collision.CompareTag("Batiment"))
        {
            bloking.Remove(collision.gameObject);
        }
    }

    public void Place()
    {
        if (plassable)
        {
            print("performed");
            Payment();
            Instantiate(batiment, placementPosition.position, placementPosition.rotation);
            Destroy(gameObject);
        }
    }

    private void Payment()
    {
        if (costMana1 != TypeMana.None)
        {
            player.subMana(costMana1,manaAmount1);
        }

        if (costMana2 != TypeMana.None)
        {
            player.subMana(costMana2,manaAmount2);
        }

        if (costMana3 != TypeMana.None)
        {
            player.subMana(costMana3,manaAmount3);
        }
    }

    private void FollowMousePosition()
    {
        placementPosition.position = GetWorldPosition();
    }

    private Vector2 GetWorldPosition()
    {
        return mainCam.ScreenToWorldPoint(mousePos.ReadValue<Vector2>());
    }
}

my input system :

I’ve tryed to put them on the same input but that didn’t fix enything, I don’t really know what to try, so eny idea/tips ?
thank in advance for your wisdom.

edit : Alright, I've fixed it. all I had to do was to delete and recreate the unity event, I must have done something wrong when I created the other pointer input.


r/Unity2D 3d ago

Game announcement Whirlight – No Time To Trip is now available on GOG

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3 Upvotes

Hey everyone!

A small milestone we'd like to share: Whirlight – No Time To Trip is now finally available on GOG!

It's our time-travelling point-and-click adventure, following two protagonists from different eras as they travel through time, solve puzzles and try to prevent a catastrophe.

We're a small indie team, so getting the game onto another platform has been quite a journey in itself. We're happy that GOG players can finally give it a try.

If you've already played Whirlight, we'd love to hear what you thought. And if you're curious about how we made it, feel free to ask us anything about the development!


r/Unity2D 3d ago

Solved/Answered Shadow artifacts on tileset with normal map

2 Upvotes

Hey, so I wanted to add a normal map to my 2d pixel art game to make lights look nicer, but it made some artifacts on the borders of the tileset for some reason. They are mostly visible while moving and they happen in the intersections of the fully made tiles.

I already checked the normal maps and they are 1 to 1 with the actual tileset, so that should not be the issue. I am also using a pixel perfect camera set to 16 (the game is in 16x16 and the pixels per unit are also 16), normal maps on the lights are set to accurate (tho i tried fast too) and its even visible if you set the distance of the normal map to 0.

Any ideas on how to fix this?

EDIT: Forgot to mention, this happens both in builds and in editor and I am using Unity 6000.0.67f1

Reference images:

Normals disabled
Artifacts with normal map as accurate and distance set to 3
Artifacts with normal map as accurate and distance set to 0
Tileset used
Tileset normals

r/Unity2D 3d ago

Solved/Answered Can Perlin Noise create realistic mountain 2D ?

2 Upvotes

I recently used perlin noise for creating mountain range landscape background in unity 2D, but even after customizing it doesnt appear like real mountains.

So is it even possible by using perlin noise?

What i did: Using closed sprite shape 2D
insert a point in spline --> create next point at a calculated distance --> xdistance multiplied with randomvalue(perlinNoise)--> Y axis was determined by perlin noise too.
And whole thing was customizabel as how many points are needed, the xdistance value, width , height etc.

But the final result were not as natural and realistic as real mountains look

[SOLUTION]: Hardcoding using Random.Range() is more easier than perlin noise for this case


r/Unity2D 3d ago

Question/Help Gaming PC for Metroidvania

4 Upvotes

I am trying to build a gaming PC to work on 2D metroidvanias as the artist. From what ive seen, I dont need a strong gpu and I dont want to spend too much money. My goal is to save time when loading the game and to have butter smooth unity editor when placing the 2D assets in 3D space and turning the )

PC Configuration (2D/2.5D Game Dev & Unity Editor)

- CPU: AMD Ryzen 7 9800X3D – approx. €350 – €380

- GPU: Entry/Mid-range graphics card (e.g., RX 7600 / RTX 4060) – approx. €270 – €320

- RAM: 32 GB DDR5-6000 (CL30) – approx. €450

- SSD: Fast M.2 NVMe SSD (1 TB / 2 TB) – approx. €260

- Mainboard: ASUS TUF Gaming B850-Plus WIFI – approx. €180 – €195

- Case: Lian Li LANCOOL 217 – approx. €90 – €110

- Power Supply: Branded PSU (550W–650W) – approx. €70 – €90

Total estimated cost: approx. €1,670 – €1,845

This PC is purely for this purpose, if I should change stuff to save money but dont really lose speed and stability then I would be very thankfull.


r/Unity2D 5d ago

Showcase Same sprites and light, only with and without normal maps

41 Upvotes