Compatible with Unity 3.57 and 4.x.
All features supported in Unity Free and Pro.
Wondering what 2D Toolkit adds to Unity 4.3? Read More
Fully supported platforms: Windows, OSX Standalone, WebPlayer, iOS and Android.
We've got you covered with our comprehensive documentation and tutorials.
Whack-a-mole game tutorial and walkthrough.
An active forum where your questions get answered, and a dedicated support email.
Public roadmap for features with community driven voting system.
Optimized C# code with a lean runtime. We do as much as possible in editor scripts to make the runtime as fast as possible.
And yes, you get complete source code.
Blazing fast runtime code, optimized for mobile by design. This means the bare minimum of allocations at runtime too.
With the full source code you can customize to your specific needs, extend as needed.
We can also offer our extensive expertise to build a custom solution for you. Get in touch to discuss your requirements.
Creating and using pixel perfect sprites is a snap in 2D Toolkit.
Platform specific sprite collections allow 1x, 2x and 4x texture/atlas swaps at runtime. Sprites remain the same physical size so you don't have to code your games with this in mind.
Flexible tk2dCamera scaling with overrides deals with different resolutions and aspect ratios
In addition to normal rectangular sprites, sprites can also be built out of one or more custom shapes, or be diced.
Dicing allows splitting up a large image into smaller parts - transparent sections are discarded, duplicates are removed.
Box and custom collider shapes - works with Unity Physics and soon with Unity 2D Physics.
A powerful, nonintrusive atlasing backend rebuilds your sprite collections when textures change.
Atlasing system considers sprite usage - for example, tiled sprites can be configured to filter correctly when enlarged.
Runtime sprite collections allows creating sprite collections at runtime from textures.
Texture Packer codepath lets you reuse your texture packer atlases at runtime. Fast XML-free loading avoiding code bloat on mobile platforms.
The static sprite batcher allows you to merge large numbers of sprites and colliders into one mesh - perfect for static backgrounds built out of many small sprites.
Potentially avoid the overhead of processing hundreds, maybe thousands of individual static sprites at runtime.
The batching process is non-destructive, so you can go back and edit parts of your scene any time you like.
Setting up sprite animations is quick and easy. Animations can be sourced from any number of sprite collections and atlases.
Fast minimal animation runtime with callback support.
Includes support for adding positional data to frames of your animations. Attach a weapon to the player's hand, or perhaps have a giant monster pick up the player!
Extensible editor architecture allows for user plugins to be built and integrated without modifying 2D Toolkit code.
Use bitmap fonts created in BMFont, Glyph Designer and Hiero. Xml and text bmfont definitions are both supported.
Embed bitmap fonts into sprite collection - allows you to share atlas space with sprites and pack them much more efficiently.
Pack multiple font sizes in the same atlas.
Inline styling including color/gradient changes.
Bring your text to life by mapping more complex gradient textures over your fonts.
Built in tilemap editor - paint your tilemaps directly in the scene.
Rectangular and staggered isometric tilemaps. Up to 1024 x 1024 with 32 layers out of the box, easily expanded if required!
Instancing support in the tilemap editor - replace tiles with prefabs. Use it as a level editor.
Scratchpad - make your own library of tiles, or copy parts from the scene and save them for use at a later date.
Automatic render and collision mesh generation and optimization.
Tilemap partitioning allows for large tilemaps - no memory is wasted on parts of the tilemap that aren't filled.
Vertex painting allows painting color tints into your tilemap. You can also query the color at a tilemap point - allowing you to tint your sprites appropriately to sit in the scene.
Runtime tilemap manipulation - change tiles (collider changes supported but not recommended) at runtime for destruction
TMX import - paint your tilemaps in Tiled Map Editor if you prefer. Rectangular and staggered isometric supported.
Creating nice looking UI is hard. We simplify it so you spend your time doing what you do best instead of fighting the system.
UI components work with 2D sprites and 3D scene objects - mix 2D and 3D cameras, have interactive elements in both, simultaneously if you want.
A complete set of controls, built with customizing in mind. Buttons, text input, lists, radio buttons, check boxes and more.
A comprehensive set of demo scenes, and a good starting point for your game UI.
Layout system - interacts with sprites, text and nested layout items - anchor to one or more edges as needed.
Advanced layout allows you to build layout containers.