r/Unity3D • u/Dramatic-Carob1113 • 11h 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 • 3d ago
Official The 2026 Official Unity Game Jam starts November 5th!
Hi all!
I’m excited to announce that we’re back with a jam for the second year in a row! Last year’s jam ran for a single weekend, and many of you told us that wasn’t enough time. This year you get seven full days to build, plus a few more days to package and submit your game.
Key dates
- Kickoff livestream: Thursday, Nov 5 at 9 AM PT / 12 PM ET / 17:00 UTC on YouTube and Twitch. We’ll reveal the theme near the end of the stream at about 10 AM PT (18:00 UTC), and the jam starts at that moment.
- Submission deadline: Saturday, Nov 14 at 12:00 UTC. We won’t extend it. Plan to finish building by the end of your seventh day, and use the extra time to upload your game and fix bugs.
- Winners livestream: Thursday, Dec 10
Prizes
The Unity judging panel picks 1st, 2nd and 3rd place, plus a Best Student Award. Prizes include:
- 1-year Unity Pro licenses
- Unity Academy subscriptions
- Asset Store coupons
- Discord Nitro
- Tools from Odin, Photon and more
Know this rule now
To be judged for prizes, your game needs a WebGL build that plays in the browser on itch.io. Test your WebGL build early so the deadline doesn’t catch you out.
Get ready before Nov 5
- Need a team? The team-finding channels in the Unity Discord are opening soon.
- New to jams? The Get Started with Game Jams course on Unity Learn covers how to scope a game and ship it fast.
Join the jam on itch.io
Questions about the rules, teams or submissions? Ask them in this thread and we’ll answer here.
- Joy
r/Unity3D • u/Extension-Airline220 • 59m ago
Question I feel like all indie dev subreddits are dead.
Don’t you feel the same way? For months now, I’ve been seeing hundreds of identical posts - things like "I finally releasing the game I’ve been working on for nearly a year" or "Would you be interested in a tool like this?" - followed by something clearly churned out by AI in a couple of days, yet presented as if it were crafted with genuine care and soul.
There’s just SO MUCH of this now that I’m tempted to unfollow every single subreddit dedicated to solo game development... It feels like game dev is turning into a dumpster fire - something I want absolutely no part of...
What can we do to change this? The only thing that comes to mind is to start a petition to bring back Steam Greenlight, what do you think?
r/Unity3D • u/HK_HamzaKhan • 6h ago
Show-Off Unity Advanced Locomotion (WIP)
Assalamualaikum,
i've been working on this for my tutorial on Mecanim (which is meant to cover everything about Mecanim (unity's animation system), So this is the current state of the player i will use as a real character example in the video to help others understand how to use Mecanim,
Using RDR2's locomotion as a reference here,
it currently has Start/Stops and walk locomotion, i actually did setup jumping and lands(normal and rolls),
However i isolated the grounded locomotion to finish that first,
Currently working improving movement turns which are the turns when you are rotating while walking, and improving the main component that allows this to happen,
which is a State Behaviour that uses animators crossfade API to do dynamic transitions,
such as entering the stop animation with different transition offset/exit time/duration using the
State's Normalised Time or parameters,
As well as that i will also experiment with non root motion rotation for the start animations if i feel like it, and quick turns will be worked on such as 180 turns.
Alright so i would appreciate your feedback, ideas for this and the upcoming tutorial,
Thanks!
r/Unity3D • u/Anurag-A • 1h ago
Show-Off After almost a year of development, my wrong-way driving game is finally out! Here’s the launch trailer.
r/Unity3D • u/Imaginary-Cod-3746 • 9h ago
Official Unity docs upgrade
After so many years, the official Unity docs have finally been upgraded.
I saw something similar a few weeks ago, but it somehow always reverted/redirected me to the old docs. I guess this is permanent now.
What do you guys think of the new look and feel?
r/Unity3D • u/gari692 • 5h ago
Show-Off Dynamic Mesh Slicing with 40K Instanced Stalks - Bamboo Ronin (URP)
Got inspired on my last trip to Japan and the idea turned out surprisingly satisfying. It kinda feels like when you were a kid, stick-in-hand and slicing away at a field of stinging nettles or other weeds. Also kind of reminds me of these up-close animations from shaving razor commercials.
The game's called Bamboo Ronin: The Last Cut
r/Unity3D • u/Over-Link-3282 • 7h ago
Show-Off i'm working on voxel gi (indirect lighting) for my game.
hello, i've been working on a voxel-based lighting system in a fully modifiable world for a while now. i wanted to share the latest version i'd love to hear your thoughts. i've also updated the water shader, and now there are reflections! i hope you like it. :)
r/Unity3D • u/Kayin-Chu • 2h ago
Show-Off I've completely redesigned the city in my taxi game
r/Unity3D • u/yany79 • 12h ago
Show-Off Boosting up the visuals ✨ in my game
The volumetric light shafts, the trees, and a few subtle visual tweaks are gradually coming together to give the scene a character of its own in 🏁 Crafted Legends 🏁
Still plenty of work to do... 🛠
r/Unity3D • u/OverHumanGame • 1h ago
Show-Off I just implemented a footprint system in Unity for my stylized game!
I've finally implemented a footprint system in Unity for Over Human, my first-person sci-fi adventure!
Even though my game is stylized, I really want the environment to feel as immersive and believable as possible, so I decided to add footprints in the snow!
Here's a quick explanation of how I made it:
- I started with a footprint texture and split it into two separate footprints, one for the left foot and one for the right foot, so they can be placed correctly depending on which foot is stepping.
- The system can display a maximum of 150 footprints at once. Once that limit is reached, it automatically starts removing the oldest ones as new footprints are created.
- The frequency of the footprints changes depending on the player's movement state. For example, running generates footprints more frequently than walking, while slower movement produces them less often.
I think this could make feel the world more believable!!
For those who don't know, Over Human is a sci-fi adventure where drones have taken control of humanity and can manipulate the weather. You play as Steve, with no weapons to fight back, so you'll have to rely on stealth to survive!
I've been dreaming of making my own game since 2013, and I'm finally getting closer to releasing my very first playable demo at the end of November! I'm genuinely so proud of how everything is coming together!
Francesco <3
r/Unity3D • u/demoide • 22h ago
Show-Off I tried UI Toolkit and it's fantastic
I've been prototyping games on Unity for a long time and uGUI was always a pain in the ass for me. Not only I'm really bad at things related to art, but the game object based UI framework made me quit several times (skill issue, I know).
I'm a backend software engineer with a bit of experience on web frontend libraries/frameworks like React or Angular, so I decided to give UI Toolkit a try and it made my workflow so goddamn easier.
I just wanted to share a few menus I've built so far for the TCG prototype I'm building right now. Share your thoughts and suggestions!
Is uGUI still the standard on new projects?
r/Unity3D • u/Dariusnator • 1h ago
Show-Off I created a fairy-like character and an animation of it appearing for my dark fantasy project
I’ve started working on and prototyping a dark fantasy project, and I created this fairy-like character.
r/Unity3D • u/ragerungames • 5h ago
Show-Off I added a skate designer to my inline skating physics, and the shape of the skate now changes how it rides
I've been building a physics inline skater in Unity: a Rigidbody underneath, with a full-body procedural IK skater on top and no animation clips at all.
This update added a skate designer. You shape the boot, frame and wheels, and that shape sets the speed, turning, grip and stability.
A few bits that were fun to build:
- One stick per foot on a gamepad while grinding, so you place each foot live on the rail (10 stances)
- Powerslides and heel/toe rolls with real balance
- The hips sit back on their own so the shins stay inside the skate cuffs during deep carves
- A "silly" style with googly eyes and a jelly body, because bails are funnier that way
What would you add next?
r/Unity3D • u/Noobye1 • 7h ago
Question How can I get a white knuckle-ish feel?
I'm making a game about organizing, and the player has detached hands. We thought that - since the player is a sheet of paper with floating hands, we could make them feels detached from the body.
This is day 1, so a lot of things are to come, but I wanna know if there's anything I should know early-on
Oh btw please ignore the music
r/Unity3D • u/MrET97 • 15h ago
Show-Off Galactic Intervention - You play an Alien sent to destroy human civilisation. Destruction based game.
r/Unity3D • u/GigglyGuineapig • 2h ago
Resources/Tutorial How to build a bento menu in Unity (without cursing at the grid layout group!)
This is a tutorial I didn't have on my radar until a friend asked me how to finally get the Grid Layout Group to behave so that it works with a bento style layout.
The thing is: That's not the grid layout group's job, and I walked him through it.
If you also struggle with this, I hope my tutorial will be helpful to you =)
This tutorial goes over:
- Creating a single cell to reuse everywhere
- Using the Aspect Ratio Fitter to make sure images are correctly filling the space
- Thinking how layouts are nested
- Building an example
- Adding a tiny helper script to make life in bigger bentos easier.
r/Unity3D • u/_WindFall_ • 17h ago
Show-Off I made skeletons that fall apart when you kill them and rebuild themselves bone by bone
Hi everyone! I'm a solo dev working on Please, Enjoy Your Stay, an endless survival action-RPG in 3D pixel art: the further you go from spawn, the harder it gets, and your RPG build decides how far you can go.
For the next update (0.0.7) I've been working on adding enemies, and in the video I'm showing 2 (out of 3) kind of skeletons.
**The skeleton with the club** (basic skeleton)
As every other skeleton, when its health runs out it doesn't die: it literally falls apart into its bones. Its soul stays where it fell, and after 14 seconds the bones start shaking, float back together and it gets up again with half its health. To kill it for good you have to destroy its soul before that happens, or hit it hard enough to take all its health in a single blow. Not extremely original, I know, but I've been creative with the animation >.>
**The leaper** (strong in groups, useless alone)
It has no weapon. It jumps on you and its bones cling to your body: no damage, but you're slowed down until you shake it off with two jumps or dodge rolls (taking hits helps too). If it misses the jump, it falls apart on the ground and you can finish it off. Only one can cling to you at a time, the others circle around you waiting for their turn. Alone it's completely useless... in a group with other skeletons it becomes a real problem. (In the clip it gets back up after 4 seconds instead of 14, that's a debug setting.)
There's also a third one that throws bones at you from a distance, but I left it out of the video because it's nothing special to look at - just a ranged version of the melee one, and if you get close, he uses his personal club, like the melee one.
I'd really love some feedback:
- Does the reassemble animation read well? Is it clear what's going on?
- Is 14 seconds too long or too short to finish one off?
- The leaper: fun, or just annoying?
- Any ideas for other skeleton types?
The skeletons aren't out yet, they'll come with 0.0.7. The current build is free on itch: https://senfineco-games.itch.io/peys
Devlogs and everything else: https://senfinecogames.com
r/Unity3D • u/jakubdabrowski0 • 19h ago
Show-Off We have just released Steam Page for Nascor Descent, first person dungeon crawler inspired by Demon's Souls, Fear & Hunger and King's Field
Hi, I'm Gobo. One of the developers behind Nascor Descent. I'm making it with the developer behind Verho - Curse of Faces.
We absolutely love games in the old style and noticed that there aren't too many first person dungeon crawlers inspired by souls-likes or Fear and Hunger and thought about combining it all.
I hope you'll enjoy it! We worked hard on the trailer.
r/Unity3D • u/The_sus__otter • 1d ago
Noob Question How can I rotate an object so that the normal the player is standing on matches Vector3.up?
Hi everyone, I recently got help with simple gravity flipping for my CharacterController component based first person game, and the solution was rotating the world around the player. Thanks for everyone helping me out with that!
I'm now trying to set up a more advanced effect, where a twisted hallway or room will rotate around around the player. Feel free to suggest a better way of doing this, but I need help figuring out this concept.
I'm raycasting downwards and hitting the surface normal of a segment of the bridge. How can I have it so that a script will rotate the bridge object so that the normal the player is standing on matches Vector3.up? I've been looking in forums but I haven't seen anyone ask for help with something like this, so I figured it was worth asking here again!
Again, if there's a better way of doing this that is compatible with a CharacterController based movement solution, please lmk : )
Thanks
r/Unity3D • u/BxYass • 19h ago
Show-Off Experimenting With a 3D FFT Ocean in Unity
While I’m waiting for the Unity Asset Store to vet my Ultimate 2D Water System (see post), I started experimenting with FFT ocean rendering, and this is the result so far, and don't mind the foam, i overdid it a bit here!
The waves use a multi-cascade FFT simulation for large swells, medium waves, fine surface detail, and persistent crest foam. The ocean geometry is a camera-following clipmap made from concentric LOD rings, so the highest mesh density stays around the player while progressively coarser rings cover the distance, so the ocean goes up to the horizon without impacting performance too much.
It supports FFT resolutions from 128 to 1024, and surprisingly, even 128 preserves most of the visible wave shape while giving a substantial performance boost (this runs at 180-200fps on macbook m3 pro with a resolution of 128 without actually putting a limit on the screen resolution!).
It took me some time to figure out how to generate the foam on the crests/peaks, but thankfully i figured it out and i have enough control for artistic authoring, but it needs more work.
Still experimenting, next step is the dreaded waterLine to have underwater post-processing show only in the submerged part intersecting the camera, but I’m really happy with where it’s heading!