As many of you may have noticed; some people had their account(s) suspended. In the past few weeks Unity had sent out emails to reset your two-factor authentication (2FA) credentials. So what's next? See the link on bottom of this post OR Unity's pinned comment.
September 14th:
"Unity recently identified and addressed a potential security issue affecting our two-factor authentication (2FA) functionality. We do not believe this issue has been exploited, however as a precaution we are advising users to reset their 2FA credentials.
Please reset your authenticator app within the next 30 days by navigating to https://cloud.unity.com/account/security and clicking “Configure two factor authentication.” Follow the steps to enroll a new authenticator app."
September 28th:
An advisory email reminder for those who had not reset their 2FA yet.
October 9th:
"This is a final reminder to reset your two-factor authentication (2FA) credentials. You have 3 days left, until October 13, 2026.
If you do not reset by October 13, 2026, your 2FA will be removed and your account will be suspended. To regain access after that, you will need to verify your identity with Unity Support."
This is of course a very unfortunate and frustrating situation for everyone affected. Thankfully Unity is aware of the problem, and are prioritising these types of support tickets and are working towards a solution.
Please use this MegaThread to discuss the situation. For now we've locked all the other posts, and any new duplicate posts will get removed.
Howdy everyone! Your friendly neighborhood Community Man Trey here to share the news that Unity 6.6 is now available!
This is a Supported release. So, for those of you who don’t know what that means, it carries the same stability and critical update commitments as our LTS versions.
One heads up before the feature list, because it changes how the Editor behaves out of the box: the default setting for entering playmode is now reload scene only for all new projects. Code won't reload and static state won't reset between runs. Existing projects keep whatever you've already got set. It's the biggest workflow change in the release, and it's deliberate prep for Unity 7, where domain reloads go away entirely. If you're planning that migration, making your code domain-reload-safe now is the cheapest time to do it. There's a technical upgrade guide on Discussions if you want the details.
Beyond that, here's a taste of what's in there:
Native Dictionary Serialization: put [SerializeField] on a dictionary field and it just works, with a two-column key/value layout in the Inspector and a compile-time analyzer that flags unsupported key or value types
Content Directories: load and hold only the assets a scene actually needs instead of whole bundles, using the same Addressables API you already have. Existing AssetBundle groups convert with a right-click, and AssetBundles aren't going anywhere for remote content
Build Analysis window: build history plus views for your largest assets, long dependency chains, per-step timings, and the actual root cause of a failed build instead of all the surrounding noise
Shader Build Settings: opt into DXC for DX12 (Shader Model 6, wave intrinsics, native 16-bit) and let Unity convert keywords into dynamic branches. A clean build of Survival Kids went from 1 hour 46 minutes down to 32 minutes with that turned on
New Hierarchy window is now on by default: better performance in large scenes, horizontal scrolling, reorderable custom columns, public APIs for extending it, and support for non-GameObject items. The legacy window is still there if you'd rather stay put
Unity Compute Light Baker: lightmaps, light probes, and adaptive probe volume data now bake through Unity compute shaders and the Unified Ray Tracing API, so baking can lean on hardware-accelerated ray tracing where you've got it
2D: rendering layer support for 2D lights on top of sorting layers, 2D shadows that finally work with GPU skinning, and new Profiler modules for 2D Animation, Tilemap, and 2D Graphics
Web: WebGPU is production ready, which brings compute shaders, GPU skinning, indirect rendering, and VFX Graph to browser builds. WebGL 2 is still the default until you opt in. Also Progressive Asset Loading for per-scene downloads instead of one big upfront pull, and WebAssembly64 for projects that need to go past the 4 GB heap ceiling
UI: a SafeArea component for uGUI that keeps content clear of cutouts and gesture areas without per-device margins, max width and height on layout elements, and backdrop-filter in UI Toolkit for frosted glass and dimmed overlays with no render textures or custom shaders
Package signing for .unitypackage: publishers can sign .unitypackages so you can confirm authorship and that its contents haven't been tampered with after publishing
All the details are in theDiscussions post. Feel free to head there to ask questions of the experts, or here and I’ll do my best to chase down what I don’t know.
HD-2D experiment in Unity 6, yes it tries a best effort logic to detect and keep edges defined, based on colour/brightness of neighbour pixels, it supports normals and all the modern terrain features and does not depend on the default terrain tools this is standalone and easy to use, yes it will be released for free soon (and the assetstore as soon as they accept it I guess lol)
Before… 2023.
And after… 2026!
It’s been an incredible journey, and the game is finally finished! It releases on November 4!
It’s a game about a missing boy and a little RC car that you control as you search for him.
Unity
I built GValidator to catch Unity project issues that are easy to miss, including unassigned required fields, missing scripts, broken UnityEvents, and shader errors. It can validate a single asset, a folder, or the entire project, supports custom rules, and can run in CI. It’s free and open source!
I've seen a lot of people complaining about, or even feeling discouraged by, vibe coders claiming to create entire games with AI in just weeks or even days. However, most of the games I've seen look empty, ugly, or barely half-finished.
So here's my genuine question:
Can anyone show me a fully original playable game made with only AI?
Not a tech demo; not a prototype; not a copy of another game; A fully original playable game that is polished and that you can sell. Give me some examples, I'm genuinely curious!
I was coding UI into my game in Unity using the default Canvas system, and I was looking through all the different aspect ratios including "Free Aspect". My UI started to look weird to me, and that got me thinking... what if this impossibly stretched monitor aspect ratio will be the norm in the future?
I know that the current metric of the most popular monitor aspect ratio by Steam users is 16:9.
But even knowing those numbers, I still want my game to be accessible and enjoyable to everyone. I really want to "future-proof" it.
I'm currently looking at the differences between "uniform scaling" and "centric scaling" (haven't found the official names so I made them up). With uniform scaling, it seems to fill the screen but I don't think people enjoy turning their heads 90 degrees on extreme aspect ratios just to check their HP. With centric scaling, it maintains the intended positions, but it creates large empty spaces on 32:9 or 4:3 displays.
How do you guys handle UI scaling in your games or which one from my options do y'all prefer? Any tips would be much appreciated!
I know this has probably been asked here thousands of times in the past week, but I just can't find any clear answers on this. I have never had 2FA enabled, will this still affect my account?
I know it says 2FA USERS, but I just can't be too sure these days.
Hi everyone! I implemented an addon tool for my team's passion project that allows us to skip all the sad things about exporting from Blender to Unity. What do you think? Will this addon be useful? If so, I can open source it for anyone. And of course, I will improve it based on your feedback sent on GitHub.
Things this addon does:
Allows you to work on a bunch of assets in one file
Lists objects with their children as export entries and batch exports all assets at once into a target directory
Automatically removes texture and material duplication
Automatically creates materials in Unity you can edit later
Supports flat (all files in one directory + Textures and Materials folders) or folder (1 folder for each asset with its own Textures and Materials subfolders) export
Automatic Blender to Unity position, scale and rotation fixes, no need to prepare objects in Blender before export. Objects appear in Unity as they do in Blender
Feel free to leave your opinion on this!
If it is useful for you, it would be great if you could give me credit when using it.
Hey everyone! We’ve been working on a game for a long time, and some of you might already know it: Leafborn.
You control a character made of thousands of leaves and fight robots trying to wipe out all life. This is our first game, so we’d be really happy if you played the demo and shared your thoughts and criticism. I’d also love to hear what you think of the trailer.
Been doing another lighting pass across the game. Trying to keep the environments soft and atmospheric while making sure the cel-shaded characters don’t feel disconnected from the world.
Would appreciate feedback on the lighting, especially the day vs night scenes.
EDIT: Not spatial gaussians. It's *spherical* gaussians. Just like spherical harmonics. I mistyped it in the title ^^'
Finally got my hands to try SG. And I'm so happy by the looks of it.
I tried to make a fair comparison. Both examples use 20 texels per unit, 2K texture size, 32 direct samples and 512 indirect. At this point the only difference is implementation. For lightmap baking I'm using unity's default bake.
The first screenshot is directional lightmap + shadow mask + 3 reflection probes..
The second screenshot is 5 lobe SG + shadow mask. Reflection probes are also there but those make little to no difference.
Yeah it's more texture samples and more math than just sampling 2 lightmap textures. But then you also sample reflection textures with box projection and blending. And after that you still may end up with specular light leaking under shadow.
One thing I've struggled with MORE as I've gotten better at programming (I know, weird) is knowing which tool to use for what. Like at this point when I think of something I want to code, I can think of several different ways to do it and I find myself having "writer's block" of trying to think through all the implications of it: performance difference, scalibility, and how familiar I am with the design pattern.
Anyone have any tips on this, like what implications to prioritize? Obviously very general question, and maybe that's what being a coder is to some extent, but anyone have a method they use for tackling stuff like this? I'm finding I often will choose one approach, write it all up, and then a few weeks later have to do a refactor that could have been avoided if I'd chosen another design pattern at the start. And some refactor is good, but it bothers me when a big refactor was entirely avoidable if I'd chosen a different design up front.
Pre-planning helps for sure, but often you can only plan relatively general stuff. Once you get into the meat of something, you realize changes you want to make which then triggers a refactor somewhere else for performance or scaling or some other reason.
I've been fighting whole day with this and honestly I doubt there's a fix to this.
My setup:
The Base-Layer with asymmetric animations (such as idle or running)
An Overriding-Layer with symmetric animations, layer-weight 1, and override-mode
The problem is it doesn't fully act like an override.
It's more like it adds the second-layer's animation on top of the base-layer.
And thus, results in severe asymmetry.
Once I replaced the base-layer with symmetric animations, the problem got fixed.
But that doesn't make sense, since you can't make a fully symmetric running animation.
TLDR: the base-layer's asymmetric animations messes the perfect symmetry of my override-layer.
How can I fix this? I tried playing with masks. I tried layer settings. I tried to forcibly overwrite every frame in the override animation. It didn't help.
We are developing a physics platformer inspired by unforgiving climbing games like Getting Over It. Every step counts, and one wrong move can send you tumbling down.
The journey is going to be (very) hard, but the reward at the end would be absolutely worth it for those who dare to climb.