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Modern 2D Techniques 
for indie teams with Unity 
Benoit FOULETIER - @benblo42 
Guillaume MARTIN 
Swing Swing Submarine - @swingswingsub 
Unity Day – GameConnection Europe 2014
Swing Swing Submarine 
design code code art sound
Blocks That Matter 
• Mix Mario / Tetris / 
Minecraft 
• XNA on Xbox 
• Java port (!) for PC
Tetrobot and Co. 
• Spiritual sequel to 
Blocks That Matter 
with touch friendly 
controls 
• Pure puzzler 
• Unity 
• PC / Wii U / 
mobile (soon)
Seasons after Fall
So... 2D?
So... 2D?
So... “modern 2D”? 
• Flat objects in a 3D world 
• Perspective rendering 
• Reusable assets 
• In-engine composition 
• Organic design (no grids)
Been There Done That™ 
• UbiArt games* 
• Broken Age 
• Ori and the Blind Forest 
• Vanillaware 
• many others… 
* Benoit worked on 
Rayman Origins 
& Legends
The Asset Store & Elsewhere 
• Uni2D 
• Ferr2D 
• Animation: Spine, SmoothMoves, Puppet2D, ... 
• Paper2D (Unreal Engine 4)
Carpet
Carpet - LD
Carpet - Collider
So how do you make those?
Carpet Geometry 
• Fill mesh: 
triangle decomposition 
(Earclip from Farseer) 
• Outline mesh
Carpet - Fill texture
9-sliced texture
9-sliced texture, 2 tiles
9-sliced texture, inside corners
Double-9-sliced texture, aka The Donut
Double-9-sliced texture, a.k.a The Donut
Carpet - AssetPostprocessor 
OnPostprocessTexture()
Carpet - AssetPostprocessor 
OnPostprocessTexture()
Ribbon
Ribbon - LD
Ribbon – Texture 
Base Tile 1TileTile 2 
Tip 
== == ==
Ribbon - AssetPostprocessor 
OnPostprocessTexture()
Ribbon - AssetPostprocessor 
OnPostprocessTexture()
Ribbon - AssetPostprocessor 
OnPostprocessTexture()
Ribbon – Geometry
Ribbon – Gettin’ creative… 
2048 
x 
2048 
4096 x 2048
Ribbon – Spiral Edition!
Ribbon – Mushroom Challenge
Putting it together
Bonus: AssetPostprocessor - PSD Plugin 
PSD Plugin 
http://psdplugin.codeplex.com
Bonus: Carpet Components
Animation
Animation 
• Skeletal animation (sprite puppet) 
• Deformable sprites (Bezier patch) 
• Sprite-swap / flipbook body parts 
• Uses Unity animation, Mecanim etc.
Animation – PSD layout
Animation - Spritesheet 
AssetPostprocessor 
AssetPostprocessor with PSD Plugin 
http://psdplugin.codeplex.com
Animation Rig – Skeleton
Animation Rig – Patch Sprite
Rendering
background 2 
background 1 
playground 
foreground 
Rendering: Slices 
• Each slice is blending with the previous ones 
• Overdraw land! 
• Overdraw can be limited with Z prepass
Rendering: Per Slice Effect 
Each slice can: 
• Have its own lights 
• Make some effects (blur, distortion, etc) 
• Have custom ambiant color
Rendering: Lighting & Vector Masks 
• Carpet geometry 
• No texture necessary 
• Fade out with vertex color 
on outline
Rendering: Lighting 
• Front light: simulate diffuse lighting, blend with ambiant color 
• Back light: simulate fresnel lighting, reveals details 
+ = 
Front light Back light Combine
Rendering passed for 1 slice: 
• Light pass: 
render back (a) and front (b) 
light buffers (~G-Buffers) 
• Objects pass: 
while rendering objects, compute 
back mask (c) and front pixel color (d). 
Access light buffers to know pixel lighting (e) 
• Post slice effect can occurs (blur, distortion) 
Repeat the process for all slices 
(e) 
Rendering: Lighting 
(a) 
(c) 
x 
(b) 
(d) 
x 
+
Rendering: Lighting 
(a) 
(c) 
x
(b) 
(d) 
x 
Rendering: Lighting
Rendering: Lighting 
+ 
(a) x (c) 
(b) x (d)
Rendering: Post Process 
• Post Process consists mainly of Bloom (HDR on) 
• Color remap is somthing we will certainly use
Rendering: Lighting, Pros and Cons 
Pros: 
• Scalable (unlimited number of 
lights) 
• High blending control 
• Reuse carpet 
• Don’t need precise shapes 
• Sprites can be used if precision 
needed
Rendering: Lighting, Pros and Cons 
Pros: 
• Scalable (unlimited number of 
lights) 
• High blending control 
• Reuse carpet 
• Don’t need precise shapes 
• Sprites can be used if precision 
needed 
• Slices decomposition make 
scene edition very clear 
Cons: 
• Need « back mask » (we don’t 
have normals) 
• Hard to make volumetric lights 
(will require extra buffers) 
• Lights have no orientation (will 
require extra buffers) 
• Slices decomposition have 
some limitation (a light or 
effect will at least affect the 
whole slice)
Rendering: Sorting 
Using Order in Layer: 
• Maintain a list of RenderItems (a RenderItem linked to each Renderer) 
Most significant bit Least significant bit 
• Sort the list based on a custom sorting weight: 
• Inject the index in the list in Order In Layer before rendering 
Front light 
Z position « sub object order » Hash based on Renderer
Rendering: Implementation & impovements 
Current implementation based on: 
• Renderer.sortingOrder 
• GameObject.layer 
• Camera.clearFlags 
Camera.targetTexture 
Camera.cullingMask 
Camera.Render 
Front light 
Improvements: 
• CommandBuffer (Unity5)? 
Will allow a better control on 
rendering sequence… 
… but we will have to 
reimplement things (culling) 
… and stuff in SceneView will be 
broken (picking)
Scene Editing
Questions? 
Benoit FOULETIER - @benblo42 
Guillaume MARTIN 
Swing Swing Submarine - @swingswingsub 
Unity Day – GameConnection Europe 2014

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Benoit fouletier guillaume martin unity day- modern 2 d techniques-gce2014

Editor's Notes

  1. Shovel Knight, by Yacht Club Games
  2. Donkey Kong Country: Tropical Freeze, by Retro Studios
  3. Perspective + flat objects, lush textures
  4. vidéo de création d’une carpet
  5. vidéo de collision
  6. This debug texture here is a little weird because there’s no alpha; usually the inside borders are supposed to fade out to blend with the filling texture.
  7. vidéo de création d’un arbre
  8. vidéo de collision
  9. vidéo “produit fini”: montrer qu’on peut avoir des kilomètres de LD avec quelques assets