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Turns out stuffing 1 GB of assets into our small 2D game wasn’t the best idea (how we fixed it) 😅
Hi, I'm Vladimir from Possum Riot. We recently released our first game on Steam — cozy puzzle Eyes That Hypnotise.
Eyes That Hypnotise gameplay
Since it's our first game, turned out we had quite a lot of performance and optimisation issues. So I wanted to share what I did to fix that. Maybe it’ll be useful for someone else making a 2D game in Unity.
# TL;DR:
🔧 Reduced build size from 1.15 GB → 175 MB
Downscaled sprites, used atlases, POT & crunch compression and deleted repeated animation frames
Converted audio to OGG + Vorbis with reduced compression ratio
Removed unused assets
🚀 Fixed FPS spikes (esp. on Steam Deck):
Replaced DOTween with PrimeTween
Switched coroutines/Tasks to [UniTask](https://github.com/Cysharp/UniTask)
⚡Result: Smaller, smoother build with no major visual loss
# Build size
Reduced from 1.15 GB to 175 MB.
The major part of the build (\~80%) was due to enormously large sprites we used, incorrect settings in the Unity importer, and just a lack of knowledge.
Visual assets optimisations
Deleted repeated frames in animations. Our animals’ “action” animations had the same first and last frames as their “idle” animation. Also 2nd and 4th frames were identical. So I deleted duplicated frames and just reused sprites for the “action” animation, and from 7 frames for each animal, it became only 4 frames.
Frames quantity for each animal \(before and after\)
Reduced sprite image resolution at least twice (in some cases by 4 times).
Changed sprite image resolution so it’s at least divisible by 4 (better for texture compression algos to work). Where possible did even better - made it a power of two (POT) and used crunch compression.
For related images (like UI and Chapter N animals), I used Unity sprite atlases that packed the images nicely into one POT texture and applied crunch compression with decent quality settings.
Used mipmaps for some sprites (like animals). Actually, that increases texture size (obviously), but not by much, and it helped fix the pixelated, janky look of images on 1080p and Steam Deck displays (as we originally targeted Mac Retina displays). Also, I didn’t bother with dynamic asset loading, although probably I should. I just still don’t have much experience with Unity, but I'll get there eventually, I think. So if you have any advice - please drop a comment 🙂
Those changes already reduced our build size from 1.15 GB to \~235 MB and (what’s most important) didn’t impact visual quality too much.
Further optimisation of build size was for the audio.
Audio optimisations
We have around 50 music tracks in our game (each 2–3 min long) and more than 100 short FX sounds (each animal has on average 4–5 unique sounds). That’s a lot of audio for a small game.
What I did with the audio to reduce build size:
Converted all audio in the game from MP3 to OGG format (better size/quality ratio).
Used the Vorbis compression format with about 60–70% compression ratio in the Unity importer.
Other small changes
There were some minor tweaks I did as well, like:
Deleted unused packages from the project.
Enabled code and shader stripping in Project Settings.
After all of that, we had a 175 MB Windows build size for the full game and 117 MB for the demo. So for now, the major part of the build size is mostly Unity engine stuff that we cannot get rid of. If we had done it in some lighter engine, like Phaser for example, the build size would be around 70–80 MB, I think (just because of the hand-drawn animations and a
3 years ago my game Arctico reached version 1.0, I still enjoy working on it
https://redd.it/1jzvdu0
@r_Unity3D
I Finally released my very first game
https://redd.it/1jzr1zt
@r_Unity3D
Unity Particle System + lighting is magic
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Made a "pipe generator" with curves for my little bobs, and I cant stop playing around with it.
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How to get exact text width from horizontal overflow: wrap?
I tried to get a size of text component, not TMP, which has horizontal overflow: wrap and vertical overflow: overflow.
When the text amount was out off the rect width and a new line is added, text.preferredHeight works properly. It returns the lined height.
But text.preferredWidth returns a wrong value. It wroks like the horizontal overflow is just overflow, no matter what it is indeed.
I want to get a value that the wrapped lines are applied.
chat.text = 'looooooooooooooooooooooong word'; //text is wrapped. Extra line is created
Debug.Log(chat.perferredWidth); // returns wrong value. Extra line is not applied
Debug.Log(chat.perferredHeight); // returns correct value.
https://redd.it/1jzgtu0
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Object with 2 hinges at different points makes one of the hinges move slowly? What do?
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Made my first character for my Game!
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Does this look cool?
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We couldn't make our ship float, so we faked it with some camera movement instead. What do you think?
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Can anyone explain what is going on here?
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We have a NEW trailer for our asset: UDebug Panel. What do you think?
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I've got two nearly identical enemies, but I can't deal damage to one. Can anyone tell me is there an issue in the editor? The inspector on the right is the one that won't take damage
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Procedurally generated landscapes with Infinite Lands. Updated it to 0.8.0 with many improvements!
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We have a NEW trailer for our asset: UDebug Panel. What do you think?
https://www.youtube.com/watch?v=vpEGghgGDKg
https://redd.it/1jquq7v
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Kamikaze Bomber Asset Pack! What do you think?
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Tested from 1 to 88,209 bullets for my bullet-hell game. And my GPU is literally burning now.
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Just added some new procedural reloading animations to my project!
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I am having way too much fun with the dismemberment of our RTS game. What do you all think?
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Released a demo for my little marble run game. Would love to hear what you think!
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Finished the physics cables mechanic to connect devices for energy and stuff, what do you think?
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@r_Unity3D
Just launched my Unity asset site – would love your feedback + what tutorials you'd find helpful!
After months of building tools for Unity, I finally launched my own site to showcase the assets I’ve been working on.
So far, I’ve released:
Tile Wave – a more powerful replacement for Unity’s Animated Tile, with event hooks, animation modes, prefab creation, and sprite swapping.
Animator Events – trigger methods at exact moments during an animation, right from the Animator.
Fusion Audio Manager – a powerful, easy-to-use Unity tool for seamless control of music, sound effects, fades, and timing.
NavPoint System – tool for building smooth, customizable 2D/3D paths with loops, ping-pong, previews, and editor controls.
Animated Text Reveal – smoothly fades in TextMeshProUGUI text left to right. Supports multi-line, adjustable speed, and seamless UI integration.
I just added a blog section and will be posting tutorials soon — like how to use Tile Wave’s UnityEvents, how to trigger animation-based logic, and how to create drag-and-drop editor tools.
[Visit the site here](https://www.bitwavelabs.dev/)
I'd love your thoughts:
What do you think of the site layout or content?
Any feedback on how the assets are presented?
What kinds of Unity tutorials or guides would you actually find helpful?
Thanks in advance! Happy to support other Unity devs too — feel free to drop your stuff in the comments!
https://redd.it/1jz9fpb
@r_Unity3D
Spent the last month on improving the visuals, animations, effects and the atmosphere. Hope it was worth it? :)
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Working on a pixel art tower defense x platformer hybrid game, it's called "Teeko"!
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The night-sky in my new game Ghost Villa
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I resigned exactly 2 months ago. Since then, I've been working day and night. I was already working like this before, but recently, after hearing comments like 'Don't work, no one is asking you to work,' I started dedicating my free time to my own ecosystem.
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@r_Unity3D
Diagonal Scrolling Map - How Is It Done?
(New to coding and to Unity)
I'm trying to find out how diagonal scolling (2/2.5D Voxel) maps work in general. While I'd assume a side scroller would use a long "ribbon" image to display the level, I can't come up with how it would be solved nicely when scrolling diagonally.
Here's a video of the 80's game Blue Max showing diagonal map scrolling:
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@r_Unity3D
Unity Noob here, why doesn't this input code work?
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Just Launched: Tile Wave – Animated Tile-Based Sprites in Unity for ONLY $5!
https://preview.redd.it/kvtyvw7bzose1.png?width=1952&format=png&auto=webp&s=765270cb870d48e923679813679fce1a096a6571
Tile Wave – a lightweight yet powerful Unity component that brings animated tile-based sprites to your 2D games!
Whether you're building a platformer, RPG, or strategy game, Tile Wave makes it super easy to animate tiles with just a few clicks. Use it as a standalone GameObject or directly inside Unity’s Tile Palette for flexible and seamless integration.
# Why Tile Wave?
Works with your existing GameObjects
Supports animated tiles with custom speed ranges
Simple drag-and-drop sprite setup
Fully compatible with Unity's Tile Palette
Optimized for performance
Beginner-friendly
And the best part?
It’s only $5. Seriously. Just $5 for a tool that’ll save you HOURS of dev time.
Grab Tile Wave on the Unity Asset Store
Got questions or suggestions? Drop them below – I’m actively improving it based on feedback!
Thanks for the support, and I hope Tile Wave helps bring your projects to life.
https://redd.it/1jqvjyo
@r_Unity3D
Input System Stopped Detecting Any Gamepad
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@r_Unity3D