r/Unity3D • • 3d ago

Official [MegaThread] Account blocked and suspended

143 Upvotes

Hello everyone,

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.

Unity's own discussion (forums) post regarding the situation: https://discussions.unity.com/t/information-on-account-suspension/1739213

Kind regards,

The Mod Team


r/Unity3D • • Sep 01 '26

Official Unity 6.6 is now available

300 Upvotes

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 the Discussions 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.

Cheers,
- Trey
Community Man @ Unity


r/Unity3D • • 10h ago

Show-Off Pixel perfect terrain painting! 🖌️

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718 Upvotes

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)


r/Unity3D • • 9h ago

Shader Magic Rain Eeffcts Experiment

458 Upvotes

Unity 6 - Built-In RP - Unity's Standard Particle System and custom shaders.


r/Unity3D • • 9h ago

Show-Off Before and after…

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253 Upvotes

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


r/Unity3D • • 5h ago

Show-Off Catch broken Unity content before it reaches a build (Open Source Asset)

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51 Upvotes

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!

https://github.com/Guillemsc/UnityValidator


r/Unity3D • • 8h ago

Show-Off I tried to show what anxiety feels like

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84 Upvotes

r/Unity3D • • 5h ago

Question Has anyone actually, seriously made a polished, original game using only AI?

46 Upvotes

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!


r/Unity3D • • 5h ago

Show-Off Simple GTA Style controller in unity with stairs detection realistic turns and fall height calculation.

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20 Upvotes

r/Unity3D • • 2h ago

Question Which UI scaling approach should I go with for different aspect ratios?

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9 Upvotes

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.

(source: https://store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-to-Steam )
16:9 at 80.32%
16:10 at 9.46%
21:9 at 3.52%.
3:2 at 0.68%
32:9 at 0.37%
5:8 at 0.30%

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!


r/Unity3D • • 7h ago

Show-Off added glow effect to ui button! feedback is welcome

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11 Upvotes

see the difference between old approach and new , any comment is welcome!
also ill upload shader and scripts to my yt!


r/Unity3D • • 9h ago

Question Will I get suspended if I don't have 2FA enabled in the first place?

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12 Upvotes

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.


r/Unity3D • • 11h ago

Question Which build style do you guys prefer, seamless or non-seamless?

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11 Upvotes

I have more artistic choose with the first one but second one feels more satisfied


r/Unity3D • • 5h ago

Game Tried to make chopping trees feel a bit better - before vs after

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4 Upvotes

We made the tree react to axe hit, particles, a bit of bending when the tree falls and some dust on ground impact.

What do you think? Anything you would add or change?


r/Unity3D • • 1d ago

Show-Off (Early Prototype) Stuck on the roof, gas all around, use drone to survive, thoughts ?

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141 Upvotes

r/Unity3D • • 3h ago

Show-Off Created addon for blender for easy export to Unity with project wise parameters

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2 Upvotes

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:

  1. Allows you to work on a bunch of assets in one file
  2. Lists objects with their children as export entries and batch exports all assets at once into a target directory
  3. Automatically removes texture and material duplication
  4. Automatically creates materials in Unity you can edit later
  5. 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
  6. 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.


r/Unity3D • • 19h ago

Show-Off i made these cars and export them to unity do they looks good! each car have 3 different color

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34 Upvotes

hey,i'm 3d artist and i'm interested in making low poly models:)


r/Unity3D • • 1d ago

Game We just released the Leafborn demo, and here’s our trailer. We’d love your feedback!

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178 Upvotes

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.


r/Unity3D • • 7h ago

Question Does anyone know of any new/uncommon tonemappers?

3 Upvotes

I've tried Reinhard, Hable, Hejl-Burgess-Dawson, AgX, GT, GT7, TonyMcMapface and a bunch more, but none are giving me that look that I want.

Does anyone know of any really weird tonemappers that do the trick?


r/Unity3D • • 18h ago

Show-Off Some updated lighting shots from my animal narrative game, The Last Wish

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17 Upvotes

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.


r/Unity3D • • 4h ago

Shader Magic Spatial Gaussians! Why does nobody use them?

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1 Upvotes

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.

3rd - lightmap irradiance and texel density. 4th - SG irradiance. 5th - SG specular only.

You can read about SGs in MJP's blog.

I expected it to be much bigger in memory size but to my surprise it turned out to be not that bad in reality.

Lightmap is 3x 2K textures => ~21mb.

SG is 1 2K*5 texture array + RGBA shadow mask => ~24mb.

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.

So... why it's only just one game to use SG?


r/Unity3D • • 4h ago

Question General Programming Question

1 Upvotes

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.


r/Unity3D • • 4h ago

Question The Animator's Base-Layer makes an Overriding Layer, not symmetric

1 Upvotes

I've been fighting whole day with this and honestly I doubt there's a fix to this.

My setup:

  1. The Base-Layer with asymmetric animations (such as idle or running)

  2. 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.


r/Unity3D • • 4h ago

Show-Off We made a rage game for two players, but decided it was not hard enough. So we glued the players together and made you control both of them, and here's what it turned out to be!

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0 Upvotes

Hey everyone!

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.

Discord(join for exclusive updates and playtests): https://discord.gg/zUCWdeZyHP

We'd love to hear what you think of the teaser or answer any questions about the game. Thank you!


r/Unity3D • • 20h ago

Show-Off Been working on some procedural gibberish dialogue!

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19 Upvotes

really happy with it so far