Unity 2D - Open 2D Sprite Shape - Organic Platforms
In this Unity 2D tutorial, I'll cover using the Unity 2D Sprite Shape to create organic platforms for your 2D game. (to Join my discord server add a comment and I'll reply with the latest invite code) ► Download Playmaker at https://bit.ly/3dV8JzC ► Download Unity at https://unity.com Chapters: 0
This tutorial covers Unity's Open 2D Sprite Shape — a spline-based tool for drawing organic, curvy platforms instead of stamping out rigid rectangles. You'll build a shaped ground piece with a proper tiling sprite and a collider that follows the curve.
Step 1 — Install and create the shape
In the Package Manager under the Unity Registry, search "sprite" and install 2D Sprite Shape. Then right-click in the hierarchy, choose 2D Object → Sprite Shape, and pick Open Sprite Shape (the closed variant is for another day). An open sprite shape is a bezier curve built from nodes: click Edit and each node shows handles that bend the curve through it. Nodes default to Continuous, which gives smooth curves; switching a node to Linear removes the handles for hard angles. You can also vary the height at each node so a platform tapers off at the ends — a nice organic touch.
Step 2 — Make a sprite shape profile
The shape needs a graphic. First make sure your ground sprite's texture type is set to Sprite (2D and UI) and hit Apply. Then create a profile via Create → 2D → Sprite Shape Profile — named ground piece here to match the graphic — and drag the sprite into the profile's sprite slot. Finally, select the open sprite shape and drag the profile into its Profile field. The graphic appears along the spline.
Step 3 — Fix the tiling with borders
Out of the box the sprite tiles continuously along the whole curve, end to end. If that's the look you want, stop here. For proper end caps, change the sprite's Mesh Type from Tight to Full Rect, apply, and open the Sprite Editor. Drag the green border handles inward from each side to mark three zones: a left end cap, a tileable middle, and a right end cap. Apply, and the platform now renders with clean ends and a seamlessly repeating middle no matter how long you stretch the spline.
Step 4 — Add a collider that follows the curve
Add an Edge Collider 2D. Click Edit Collider and you'll see it's just a straight line — it knows nothing about your curve yet. The sprite shape component has an Update Edge Collider option; toggle it off and on and the collider snaps to match the spline. To position the walking surface so a character stands on the visible top of the platform, you have two options: offset the edge collider upward, or — the approach used here — give it an Edge Radius, which thickens the line from an infinitely thin edge into a rounded band. Turn gizmos on while adjusting so you can see what you're doing.
Step 5 — Test with a ball
Quick physics check: create a 2D circle sprite named ball, add a Circle Collider 2D and a Rigidbody 2D, and set its order in layer to 1 so it draws in front of the platform. Hit play and drop it — the ball lands on the curved surface and rolls with the shape, and off the edge it falls into infinity, exactly as it should. That's an organic platform ready for a 2D level.





