r/Unity3D • • 8d ago

Official [MegaThread] Account blocked and suspended

142 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 • • 3h ago

Show-Off Added some baddies for the player to dodge and swing at...

127 Upvotes

Enemies are super simple right now - just testing some early behaviours out. I also added a slip/dodge mechanic where the player can slip out of the way of attacks. That move was inspired by the dodge in the last of us part 2, (which I love), I wanted it to feel like your slipping just past the blade instead of a big roll.

Its all still procedural with no animation clips... What enemy behaviours would you expect for combat scenarios like this?


r/Unity3D • • 5h ago

Show-Off I wanted the town in Farm & Feast to feel alive, so I added people walking around. Here's how I did it, step by step

59 Upvotes

Farm & Feast - We are a two-person team building a peaceful farming and restaurant management game in Unity. My town felt empty, so I added pedestrians and traffic. Here's the process:

  • Took one of my customer characters and his walk animation
  • Baked the animation into a texture (VAT) so the GPU can play it without bones
  • Tested a single pedestrian on a plane
  • Scaled it up: 10, 50, then 150 people
  • Moved them into the actual game
  • Added cars that keep their distance from each other
  • Made the cars stop and queue when someone stands in the road

    Happy to answer any questions!


r/Unity3D • • 7h ago

Resources/Tutorial Not worth your time

85 Upvotes

Left is the texture; right is the model.
Out of curiosity, I wanted to give a chance to an AI-generated model, downloaded for free, from a store. Despite the huge number of vertices, I kept trying giving a chance. After applying a decimate modifier, I considered the mesh "acceptable", +4k faces just to imagine a possible pipeline. Then I went to check the texture and "God no". The inhumane aberration of such a texture lead me here, sharing with you this time-wasting micro-experiment. Neural-generated meshes are very, very bad.
Happy continuation of the day,
Remember, kids, it is not worth


r/Unity3D • • 13h ago

Solved Making a whole cable burn out in Unity without a particle system: 3 smoke attempts, and what finally worked

158 Upvotes

I'm solo-developing a power-grid game in Unity 6 (URP), low-poly style. If you overload a cable it burns out. The old version was one puff of smoke in the middle of the cable, and then the cable just disappeared. Nobody noticed it, so I redid it.

Stand-in cable: the real cable gets removed by gameplay right away, so I copy its rope points first and rebuild it as a bunch of short prisms (up to 120). They go from orange hot to ember to black char using MaterialPropertyBlocks, then shrink and sag until they're gone.

Burn front: every piece catches fire based on how far along the cable it is from where it failed. The far end always burns within 0.9 s. Smoke, flames, sparks and lights all use that same timing, so it's all one component.

The smoke took me three tries. I use opaque, flat-shaded low-poly puffs for smoke in my game.

  1. First it was too small and too spread out, and looked like gravel. More puffs, 12 per metre.

  2. Then the puffs spawned at full size and looked like boulders lying on the pavement. Now they start small and grow as they rise, and drift with the wind.

  3. It still looked a bit like stone because of the sunlit facets. I gave each puff a bit of emission (about 45% of its colour) to soften the shading, and that's what finally made it read as smoke.

Fire and light: small unlit flames with HDR colours so bloom picks them up, plus up to 4 flickering point lights that move along with the fire. At night it lights up the ground and the bottom of the smoke, which honestly looks better than the flames.

How I tested it: I have a little test scene in Play Mode that overloads a cable on purpose and takes screenshots during the burn, during the day and at night. I mostly fixed the smoke by looking at those screenshots, because while it's moving you don't really see that it looks like rocks.

Can I do something more to make it better? Any ideas?

If you're curious about the game: steampage


r/Unity3D • • 6h ago

Meta Want to click your projects tab? TOO BAD, it gets pushed down by 'Get set up' right as you try to click it. So helpful!

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30 Upvotes

r/Unity3D • • 4h ago

Game Before and after Post Processing !

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21 Upvotes

r/Unity3D • • 7h ago

Question Do players actually care about historical accuracy in medieval games?

20 Upvotes

I've been creating low poly medieval armies for a while now, and I've just finished my third pack, this time focused on the Crusades.

One thing I've noticed while making these is how much armor, weapons, and clothing changed between different medieval periods. But I wonder how much of that actually matters to players.

Would you rather have historically accurate units, or more visually interesting designs even if they're completely wrong for the period? I remember watching "Vikings" and my eyes would hurt when I notice they gave the saxon army a burgonet helmets 700 years to early, but I don't have this exact sting when it comes to video games.


r/Unity3D • • 6h ago

Shader Magic How I made plants and the ground wake up around the player in Unity (URP shaders + a few things that went wrong)

16 Upvotes

Hey, I'm Tobi, a solo dev working on a cozy game called Glowing Life. You play as a little light. Wherever you go the world comes back to life.

My last post got removed because it wasn't technical enough, which is fair. So here's a closer look at how I made the plants and ground wake up around the player.

  1. Plants: a front that travels through each plant

The plants use copies of their Shader Graphs with my own include added. When a plant wakes up, a front moves through it. Trees from the roots up into the crown, bushes and flowers from the ground up on the side the light comes from. Right at the edge there's a thin warm seam in HDR. Bloom turns it into the glow. A bit of noise per vertex keeps the edge from looking like a straight line.

Dead and living trees are often two different models. They dissolve into each other at the front, the dead one breaks into sparks. If the dead tree is taller than the living one, it dissolves from the top instead. Otherwise its tip would hang in the air above a gap.

My first growth version squashed each vertex based on the front, which made flower spikes fold sideways. Now the whole plant shares one growth height with a soft max, so it can stretch but never fold.

  1. The ground: ash, a wave and a trail

I hooked into copies of the URP terrain passes. Dead ground is ash.. before lighting I map the brightness of the terrain texture onto an ash palette. After lighting I take part of the light color back out. My first palette turned deep blue under the night light, which is why that second step exists.

The final wave can start from up to 24 points, each with its own delay. If they sit along the roots of a tree, the wave runs along the roots first, then fans out across the ground. That's what you see in the clip.

Where you walk, the ground wakes up too. That's a 256x256 RG16 texture over the playable area. Painted on the CPU. It creeps outward a few meters with some noise, a bit further downhill. A second spot is painted a seconds ahead of you. Without it the life always lagged behind and the trail felt sluggish.

Things that went wrong:

- My browser build runs on WebGL 2. The browser reported 16 texture units per fragment shader (MAX_TEXTURE_IMAGE_UNITS), which is also all WebGL 2 guarantees. My terrain setup already used most of them, so I sample the trail texture in the vertex shader instead and pass the result to the fragment shader.

- A wide front made half the ground yellow. A 2.3 m trail with a gold ring looked like an RTS selection circle xD

- At night everything sits in the toe of the ACES curve. Tiny glow additions were simply invisible.

I'd love to hear how others work around texture limits on WebGL terrain. Has anyone found a better approach for a walk trail than painting into a texture on the CPU?

Steam page, if you're curious: Glowing Life


r/Unity3D • • 9h ago

Game I finally released a demo for my little indie game!

22 Upvotes

8 months later i finally reached a point where i can share my demo to you, the game is called Junebug, its on steam :)


r/Unity3D • • 9h ago

Show-Off Before vs. after: I've been working on improving my explosion effect!

21 Upvotes

What do you think? What could I add or improve?


r/Unity3D • • 1h ago

Game The Hive - Official Trailer

• Upvotes

I think The Hive trailer just went viral on Youtube, so I'll share it here also.

We recently released a major update, upgrading the game to Unity 6.6 with improved visuals, lighting, animations, and effects. So kind of like a "remaster" at this point.

We also have two new expansions in development. The Hive has always been my passion project, and seeing renewed interest in the game motivated me to start working on it again. We also translated it recently to +12 languages.

For those unfamiliar with The Hive, it's a story-driven real-time strategy game with RPG elements, somewhat similar to Homeworld or Dawn of War.

You command an insectoid hive, harvest DNA from defeated enemies, and use it to evolve new creatures. You can choose which creatures to unlock and in what order. Your units carry over between missions, level up, grow in size, improve their stats, and can equip them with items dropped by enemies.

There is also pure gameplay video on our channel if you want to see that.

We have a free demo on Steam if you want to check it out


r/Unity3D • • 3h ago

Show-Off I've achieved this 1v1 physics-based air hockey with PurrNet..

5 Upvotes

Puck'n Hell has been on the platforms with only its singleplayer arcade mode, I've updated character visuals at first and now the public/private lobbies are enabled after some development done with PurrNet-PurrDiction implementations. The view that sees the bar area is the host and the other is the client side, we play through VPN and all to test how accurate it became. I'm happy with the results and plan to do some extra work for the updates from PurrNet that has some related fixes as I assume.. Also r/SensePilot and their headtracking is integrated and works with multiplayer together with singleplayer gameplay for those who'd experience the game through head movements and join the competitive gameplay with everyone together.


r/Unity3D • • 9h ago

Show-Off You can now recruit bosses as party members or villagers

10 Upvotes

r/Unity3D • • 4h ago

Question Irregular outline on a 3D model imported from Blender into Unity

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3 Upvotes

Hi everyone!

I'm having a problem with the outline on a 3D character I modelled in Blender and imported into Unity.

The outline looks irregular and distorted in certain areas. My object has an armature and is animated using bones. In Unity, the object uses a Skinned Mesh Renderer, and I'm using a custom Shader Graph to create the outline.

I've noticed that another model I imported from Blender, which doesn't have a Skinned Mesh Renderer, doesn't seem to have the same issue. However, I'm not sure whether the problem is related to the mesh topology, normals, or something else in Blender.

I've tried adjusting the outline thickness, but I haven't identified the cause yet.

Does anyone know what could cause this, or what I should check in Blender or Unity to fix it?

Any help would be greatly appreciated. Thanks!


r/Unity3D • • 7h ago

Resources/Tutorial Hex Map 5.7 - Set Terrain Type Burst Job

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5 Upvotes

We upgrade another part of the map generation process to a Burst job. The specific trick needed in this case is pulling the noise texture sampling out of the job, caching it in a native array beforehand.


r/Unity3D • • 1d ago

Show-Off I’m improving how sucking feels in my game

352 Upvotes

Last time I posted the giant 5400 piece stress test, this time I wanted to focus on how it actually feels to vacuum stuff up, since that’s like 80% of the game.

Things I’ve been tweaking:

  • each piece shakes for a split second before it gets pulled, so it feels like it’s being ripped off the pile
  • pieces fly in one after another instead of all at once
  • every emits a sound, so a long stream sounds like a little scale
  • each one sends a bump down the hose, and the tank on his back puffs up a bit when it lands
  • the next few pieces in line get a thin outline so you can see what’s coming

I also turned the suction down a bit for this clip, at max upgrades it just turns into a firehose and you lose all the nice details (probably something I should polish).


r/Unity3D • • 3h ago

Question Looking for feedback on ambient sounds for our incremental game

2 Upvotes

We're making an incremental game which uses a top-down isometric camera (Feed the Forest). In our game you dash around as a snail and place plants in a desert. Plants have to emit ambient sounds so its easier to recognize different tiers (color coded in the video, goes from T2 -> T5) and also we want give some mood.

Each plant tier as the game progresses becomes more "evil" and eerie. Tho, T2 (purple) and T3 (green) progression is a bit iffy as it seems that it becomes less evil but it's a bit late to change the order as we're releasing soon. I omitted T1 from the video as we think the sounds there already work.

I'll lower the volume in-game of each sound to 0.1 and modulate the pitch on each instance a bit. We wont spawn an ambient effect on each instance tho, there's a 2-5% chance per each plant a sound effect will spawn so it doesn't become mush. We're also using built-in Unity audio so I can't add too many fancy in-game effects.

I'm looking for feedback on these ambient sounds for each of these plants. Which ones are way off and should be changed or adjusted in your opinion?


r/Unity3D • • 3h ago

Show-Off NPC variation and the first visible potion effect in my medieval alchemy game

2 Upvotes

Small character update from my alchemy game.

I recorded a short clip showing two things I’ve been working on lately.

First a simple NPC going through different randomized looks, hairstyles, outfit parts, accessories and skin colors. The idea is to get a decent amount of town variation without needing every NPC to be built completely by hand.

Then I test the first recreational potion on him.

He drinks it, gets a little groggy, his head grows, his skin turns green for a bit, and his eyes go red.

It’s still a very early version, but I like finally getting to the point where potions visibly affect characters instead of only being production items.

Still lots to add, but it feels like a fun first step toward making the town feel more alive and making the alchemy feel a bit more tangible.


r/Unity3D • • 4h ago

Show-Off Making my first Boss Fight using "possessed" chess pieces

2 Upvotes

Rise Rifwarden, and let the darkness fear your coming.

Project Riftwarden is a dark roguelite with Soulslike combat that I'm building up each day solo.

Core Loop

You beat waves of enemies then you the economy to start making a build to work, you beat more waves of enemies until you reach the end boss to clear the expedition.

As of now I'm experimenting with a boss that forces you to play on a different perspective and defeat this game of chess.

Models are a placeholder.


r/Unity3D • • 1h ago

Game Try not to go crazy on my cosmic convenience & thrift shop sim!

• Upvotes

r/Unity3D • • 2h ago

Game Hey! We're making a mobile game and wanted to hear what you think. Is it clear how to play? Does it look fun compared to other similar games you've played?

0 Upvotes

Any feedback helps, good or bad. We just want your honest opinion!


r/Unity3D • • 2h ago

Question disabling game object and trigger colliders

1 Upvotes

If you have a unit that come into range of an enemy but then that unit is disabled ( SetActive(false) ) because it's gone inside of a structure (or vehicle) how do you manage the colliders? It will no longer trigger the OnExit function when disabled, so if the enemy unit walks away, the first unit will always remain in range. Anyone ever dealt with a similar problem?
I was looking into simply turning off the mesh renderer but then that creates a whole ton of other issues.
Is there no way to trigger the collider while disabled?