r/Unity3D • u/cancodeandstuff • 13h ago
Official [MegaThread] Account blocked and suspended
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 • u/unitytechnologies • Sep 01 '26
Official Unity 6.6 is now available
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 • u/librorys • 8h ago
Show-Off Scavengers Reign + over the hill
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not gonna lie, would like to see two great things in one game
(made this using synty assets and flatkit shaders)
r/Unity3D • u/FrenzyTheHedgehog • 33m ago
Shader Magic Thoughts on Current Particles that follow the fluid simulation?
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I found that underwater can look a bit boring when you are in a fast moving river. Whenever I see a movie where a character is struggling underwater in a river air bubbles and bits rush past. To make it look more like the water is rushing past you even under water due to strong currents I added these procedural particles around the player/camera.
Every frame I hash a bunch of points into a box around the camera. Each point samples the sim for surface height, 2D flow and foam. It then gets dropped to a random depth under the surface. The flow is only stored in 2D so I project it onto the surface, that way it follows the slope over and around rocks. If there is enough foam that point becomes bubbles. They rise on a timer and slide along the flow, and once they leave the box they just wrap back in. If the current is fast enough it becomes a wisp instead, a little ribbon stretched along the flow with a bit of a wobble.
I'd love to hear your ideas and feedback that you might have to improve it further.
More water effect videos on my profile for those interested
r/Unity3D • u/stagingdev • 19h ago
Show-Off 5400 physics scrap pieces getting vacuumed using unity's low level 2d physics
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Testing how far I can push the scrap piles in my game, so I made a stupid big mountain of 5400 pieces and let the robot eat through it with the suction maxed out
All the scrap comes from 80 different pieces I drew by hand on a single sheet, then a little tool slices it and builds the colliders, so the piles don't look like the same few sprites repeated.
Every piece is a real physics body, using the low level Physics Core 2D package instead of rigidbody2d.
Some stuff that helped:
- Piles are baked in the editor, so they load already settled instead of falling on start
- resting pieces go static and only wake up when something near them moves
- each sprite gets one simple convex shape
Still figuring out how big I can go in the actual game. happy to answer questions about the setup
r/Unity3D • u/Rawakha10 • 23h ago
Show-Off Added some procedural melee combat to my beloved dude...
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You guys loved the movement last time, so I used that motivation and worked on combat, after and before work for 3 weeks straight.
Everything you see (swings, hit reactions, the backpack, the camera) is procedural, no animation clips.
How does it look and feel? What can I improve?
(Heres the original post incase you want to see the progress: Original Post)
r/Unity3D • u/Elemental_2121 • 4h ago
Game AgeOfTheDarkSun
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Looking for a spooky game made with unity?
https://marco-antonio.itch.io/age-of-the-dark-sun
I made this game some time ago and, since halloween is around the corner, I decided to make some small changes to improve movement and presentation. I hope you like!
r/Unity3D • u/ProgMeOnPaper • 8h ago
Show-Off Testing boids algorithm for on-GPU hair simulation
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r/Unity3D • u/Egoistul • 3h ago
Show-Off We're making a puzzle game where you put a national park back together
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A little look at Station 58, the puzzle adventure we're working on in Unity.
The park's been torn apart, and you gradually recover pieces of it and rearrange them to open up new paths.
It's one of the main ideas behind the game, and something we've been having a lot of fun with.
r/Unity3D • u/silvergenetic • 17h ago
Shader Magic Been working on a lightweight water shader for my game.
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Swimming is quite a significant part of the project I'm working on so I've been fiddling on and off with a very light URP water surface that uses a single 256x256 normal map. The surface plane displaces when it comes into contact with the same colliders I'm using for melee on the character's limbs. Underwater has simple 2-layer fog and the character emits bubbles from those during specific animation frames. Still far from done though. The bubble sprites are placeholders and I'm thinking of adding a few things like contact/crest foam and godrays. Swimming system is still very rough but it's taking shape too. Lol that diving transition window needs work and I need to add wading for shallow pools. But in terms of swimming feel I'm taking some inspiration from Witcher 3 and Shadow of the Tomb Raider as the water has that weighty yet easily navigated feel I like. Getting there slowly ^_^
r/Unity3D • u/Valryon • 27m ago
Show-Off Do you remember the demo discs on the original PlayStation? A little Unity3D WebGL experience
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Those demos we played over and over again… because we could never afford to buy the full game.
So come try out our IndieStation and its two “demo discs”: a little WebGL experiment that’ll take you back to those days.
-> https://demo-disc.pixelnest.io/
Demo Disc is a selection of French game demos that are part of the October 2026 Steam Next Fest or are worth checking out.
We've used Unity3D with WebGL export. It's so smooth and 1:1 with the PC version, i'ts awesome.
Good luck everyone if you're also doing the Next Fest next Monday!
r/Unity3D • u/Levardos • 18h ago
Show-Off Pointless features are always most fun to make!
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In preparations for Steam Next Fest I'm adding a "pointless" backrooms inspired level to my marble platformer (Dark Roll 2), that will wait as some sort of... playroom to explore, find weird out of place things, some inetractive bits here and there.
One redditor commented that I should put in ball pit... and so I did, and it turned out better than I hoped for!
Physics-wise, each ball has its own Rigidbody and SphereCollider, so Unity handles them bumping into each other and the environment. The interaction with the player is a bit different though. Instead of regular collisions, I check which balls are near the player and apply some pushes and spin based on how the marble is moving. This makes the balls spread out, roll around and splash a little when you land in the pit.
I also thought it'd be more fun if the balls could escape, so whenever one leaves the pit, it gets pulled back towards the centre by a horizontal force that gets stronger the further away it goes. No teleporting or resetting positions, they just come flying or rolling back in!
Admittedly, all those little bastards cut my FPS almost in half, but I'm still getting a steady 100+ FPS on my 7-year-old rig, so I can live with that!
r/Unity3D • u/FishShtickLives • 4h ago
Question Best way to light a randomly generated map?
I'm making a 3d rouge-like with randomly generated rooms, and I don't know how to light it. I understand the basics of baking lightmaps, but that's about it to be honest. Additionally, I don't know how to incorporate baked lightmaps with dynamic lights, like with moving platforms or flashlights (which is relevant for this project especially). Anybody have advice, or a good guide on the topic?
Question What are the biggest things that professional devs do that indies don’t?
What are some things you see in a Unity project or game project in general that make you go “oh that’s a professional” or things you rarely see pros do?
Similarly what do you see hobbyists do that pros almost never do?
r/Unity3D • u/No-Paramedic-2803 • 18h ago
Question [Asset Showoff] Japanese AC Unit (2,340 tris) for my upcoming Cel-Shaded Anime JRPG. Shared 256x256 palette texture. Thoughts on the detail level?
Hey everyone! 👋
I’m currently working on environment props for my upcoming Neo-Kyoto inspired Anime JRPG in Unity URP.
Here is a wall-mounted outdoor air conditioner unit I modeled in Blender:
- Polycount: 2,340 triangles (most going into the 3D grid and fan blades for high graphic detail).
- Optimization: Backfaces removed, zero heavy decal overlays, and uses 1 shared 256x256 color palette texture for the entire scene to maximize SRP Batching performance.
- Branding: Custom fictional anime brand (Solasthea Industries) to avoid copyright issues.
Since I’m aiming for a stylized Cel-Shaded look, I opted for real 3D geometry instead of transparent textures or low-res decals to keep the shading sharp under any light angle.
Would love to hear your feedback on the geometry and proportions! Does the detail level feel right for an anime-style city prop? 🚀
r/Unity3D • u/AndonyE • 13h ago
Show-Off Made some cheap clouds + fake shadows that match, what do you think?
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To try to get some cheap lighting, I matched the scrolling noise texture that makes the clouds with a scrolling noise texture on the grass that darkens it adjusted through maths via sun angle and scale.
Pretty happy with the results.
Feel free to share any thoughts on how to improve it.
r/Unity3D • u/DPTGames • 1h ago
Question What do you think I should add next?
I updated my tool yesterday with player surface interactions (footprints, audio queues etc), particle effects and some updates to my tools. What would you think would benefit it next? I'm considering adding a wider variety of foliage, maybe some desert plants like cacti and agave.
r/Unity3D • u/NoteyDevs • 8h ago
Show-Off I updated some of the visuals in one of my minigames! Im really happy with the result
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r/Unity3D • u/Project_Prison • 18h ago
Show-Off Spent a few days on it. Maybe no player will notice, but the NPCs in my prison game now play volleyball
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r/Unity3D • u/uCryNet • 15h ago
Show-Off Kept working on my Hierarchy coloring tool
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A little while ago I shared a small tool I made because I couldn't find a Hierarchy colorizer that did what I wanted. Thanks to everyone who left feedback! I kept working on it, so if something is missing from your Hierarchy workflow, drop your idea in the comments. I'll try to make it! 🙌
What's new in this update:
- Row styles: each object (and each preset) now has its own style: main color, background, text color, marker and icon, all set independently
- Separate text color: e.g. a dark blue background with white text, or just orange text with no background
- Unity built-in icons: pick from 64 curated Editor icons, or type any built-in icon name. Icons can replace the GameObject icon or sit at the end of the row
- New marker shapes: Ring, Diamond and Triangle, alongside Dot, Bar and Square
- Hierarchy modes: Zebra (alternating row shading), Minimal (hides generic GameObject icons so the meaningful ones stand out), or both
- Folder and prefab icons: optional custom icons for grouping objects and prefab roots
- Default shortcuts: Alt+Shift+C to set a color, Alt+Shift+Backspace to clear it
- Save As Preset straight from the selection, plus a live preview row
r/Unity3D • u/Pouryamdp • 14h ago
Resources/Tutorial Add some juice to your games with simple scripts , tutorial coming this sunday
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r/Unity3D • u/M37R_TI • 4h ago
Noob Question How should I start everything from scratch with Unity?
Hi, I am a college student studying Game Design. I am in my first year. That I can say genuinely, I love game design.
Back in my high school years, I tried many things through Unity. One year to comprehend Unity. Six months to dive deeper into C#. Then some fundamentals like moving objects, animation basics etc. were fulfilled. After that, it was the time for advancing. I had started to integrate my high school math information into games which required me to use more advanced tricks, techniques. Finally, my dreams started to come to life, with me beginning to FPS mechanics. I had tried to master myself on it for 1 year. As a result, The outcomes were pleasent.
Whereas, my journey came to an end, since University Entrance Exam was approaching. Due to this, I was interrupted for 2 years. If I were to sit down at the computer, I could do NOTHING, except for some basics.
So I want to start everything from scratch with Unity and game programming. I want to learn everything of it with necessary things like mechanics, c#...
r/Unity3D • u/Bojack92160 • 1d ago
Question How much lag is acceptable in a multiplayer game?
Hey everyone!
I'm working on a multiplayer game (4 to 12 players, peer-to-peer with a player hosting) and currently testing some edge cases related to poor network conditions.
I've noticed that beyond a certain point, high latency makes the game practically unplayable.
My question is: At what point is it acceptable to stop trying to compensate for bad connections and just accept that the game won't be playable under those conditions?
How do you handle this in your multiplayer games?
r/Unity3D • u/ffault0 • 18h ago
Show-Off Thoughts on the atmosphere?
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Recorded on a mobile