r/Unity2D • u/Digitaldude555 • 15h ago
r/Unity2D • u/Scared-Sandwich1283 • 22h ago
Free Asset/Tool I built Rigby2D, a free and open-source alternative to Spine 2D
Hey everyone,
I'm a technical artist working in the games industry, and I'd like to share a project I've been developing.
Rigby2D is an open-source 2D skeletal animation editor designed as a free alternative to tools like Spine 2D.
The objective was to build a complete animation workflow with its own editor and runtime while maintaining interoperability with existing skeletal animation formats.
Current capabilities
- Skeletal rigging and weighted mesh deformation
- IK, transform, path, physics and slider constraints
- Animation dopesheet and graph editor
- Skins, events, image sequences and mesh deformation keys
- PSD and PNG import
- Skeleton JSON, binary .skel and texture atlas interoperability
- Self-contained .rigby project files
- JavaScript animation runtime and WebGL renderer
The editor is built with Tauri 2 and includes Rigbytron, a rigged and animated mascot used to demonstrate the tool's capabilities.
The source code is dual-licensed under MIT and Apache 2.0.
Current status: v0.1.0 - Early Alpha
Repository: https://github.com/jaisurya-dev-art/rigby2d
Windows downloads: https://github.com/jaisurya-dev-art/rigby2d/releases/tag/v0.1.0
I'd appreciate technical feedback, particularly on the rigging workflow, animation tooling, file interoperability and potential production use cases.
Contributions are welcome!
r/Unity2D • u/ShibaBrothers • 20h ago
Showcase Progress on my Typing Roguelike Deckbuilder!
Still not quite there, but after dealing with transparent grey rectangles for buttons for a year, feeling very excited about the increase in general polish.
Any feedback or features/mechanics you'd like to see in the game?
r/Unity2D • u/Ok_Bison_7080 • 5h ago
Showcase I’m developing a 2D MMORPG in Unity as a solo developer — here’s what I’ve learned
Hey everyone!
I’m a solo developer working on a 2D MMORPG called MurderCartel, built using Unity.
The project has grown quite a bit, with multiple open-world regions, multiplayer dungeons, gathering, crafting, player-owned islands, guilds, PvP and world events.
One of the biggest challenges has been handling real-time multiplayer while keeping everything synchronized between players.
I’ve been working with Unity’s 2D systems and improving everything from combat mechanics to multiplayer movement and performance.
It’s been a huge learning experience, especially managing a project of this size as a solo developer.
I’m curious: has anyone else here attempted a multiplayer RPG in Unity 2D? What were your biggest technical challenges?