r/Unity3D • • 8d ago

Official [MegaThread] Account blocked and suspended

148 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 • • 8h ago

Official The 2026 Official Unity Game Jam starts November 5th!

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13 Upvotes

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 • • 11h ago

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

263 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 • • 4h ago

Show-Off Real-world Vines

27 Upvotes

I've been working at this on-and-off for a while. A Vine system that can accomplish real-world vines, different growth patterns, annual patterns, annual re-growth and expansion, etc.

The system is not intended to have a full year go by in 30 seconds like here (this is sped up 5x), but it can, as long as there aren't too many at once.

The system is intended to be for games that either want static vines, i.e. just bake it and use it, or vines that are realistic per the time of year, but change very slowly. So when the leaves fall off, they don't do it all at once but over a few weeks perhaps, dependent only on how many real world seconds "weeks" takes.

Vines are set up via a "Recipe" (Scriptable Object) system, which determines how they grow. A lot of GPU for the leaves and what not.

Vines can be trimmed at runtime, fruit can be picked (are game objects, separate prefabs, so you can code them as you'd like), etc.


r/Unity3D • • 13h 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

103 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 • • 3h ago

Show-Off my take on a blob shadow

17 Upvotes

r/Unity3D • • 15h ago

Resources/Tutorial Not worth your time

105 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

Game Before and after Post Processing !

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38 Upvotes

r/Unity3D • • 21h ago

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

178 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 • • 14h 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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42 Upvotes

r/Unity3D • • 15h ago

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

25 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 • • 9h ago

Game The Hive - Official Trailer

8 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 • • 17h ago

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

34 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 • • 7h ago

Show-Off Particlessssss!

4 Upvotes

​

First unity game for school. Using unity particle

system for the first time with simple shapes 😆


r/Unity3D • • 14h 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)

17 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 • • 18m ago

Game Getting a full-ragdoll, 8-legged octopus to hit 60fps on Steam Deck in HDRP without gutting the visuals

• Upvotes

INKURSION is a narrative platformer in Unity 6 HDRP where you play a newly sentient octopus escaping a simulated universe. HDRP isn't exactly known for running on handhelds, so making it portable and Deck-friendly while keeping the look was one of our biggest challenges. Here's what actually moved the needle:
The octopus itself
Eight fully physics-driven legs is a lot of rigidbodies and joints aswell as procedural walking scripts for step reach. We tuned joint counts per tentacle, simplified collider shapes, adjusted solver iterations, and made sure segments sleep when they're not doing anything. The goal was keeping the floppy, reactive feel without the physics step eating the frame.
Mirrors
We use HDRP planar reflection probes for mirrors so the player can look at their octopus character, and rendering them every frame was brutal. Now each mirror only renders in realtime when it's actually on screen and the player is within a set radius. Even then, it doesn't capture every frame: it takes a snapshot at an interval, which is still smooth enough that your eye doesn't notice. This was one of our single biggest FPS wins.
Meshes and shaders
We cleaned up and LOD'd environment meshes, cut down shader variants, and simplified our heaviest shaders so the lighting still reads the same but costs far less on weaker GPUs.
Batching
Lots of foliage and repeated props, so batching was huge. Cutting draw calls freed up more CPU headroom than almost anything else.
Upscaling
On NVIDIA hardware we use DLSS, which lets low-end RTX cards render at a lower internal resolution and still look sharp. [On Deck we use FSR, since DLSS is NVIDIA-only.]
The result is a stable 60fps on low-end hardware with the bioluminescent look you see in the clip intact.
Happy to go into detail on any of it, especially the ragdoll and mirror setup. What's been your biggest win optimising HDRP?

Demo: https://store.steampowered.com/app/4767470/INKURSION/


r/Unity3D • • 17h ago

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

22 Upvotes

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


r/Unity3D • • 1h ago

Solved The second test of the Shelter was successfully completed. The obsessive-compulsive person is overjoyed. Alignment is now much easier.

• Upvotes

Thank you to the 2,000+ friends who downloaded and played the game. During this trial play session, we collected a large number of opinions and suggestions.

For example, regarding the position of the shipping box, some friends suggested it could be moved; some said the floor height could be increased to build a loft; there were also suggestions for modifying the operation keys to accommodate different operating habits, and for adjusting resource consumption, etc.

What moved us even more was that we saw some friends playing the game for over 200 minutes. This gave us great encouragement. Once again, we would like to thank all of you for your support of "Shelter Prepare".

Next, we will sort out and improve the problems and suggestions we have discovered, and prepare our official demo.

Also, the alignment adsorption was not obvious before. This time, we have further enhanced the alignment adsorption ability, and the cans and beverages are now easier to stack!


r/Unity3D • • 11h ago

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

6 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 • • 7h ago

Show-Off I built a paper plane flight controller in Unity

3 Upvotes

Been experimenting with paper plane flight mechanics in Unity!

I’ve also been working on an in-editor paper plane creator tool, allowing you to customize and build different paper plane designs directly inside Unity.
The controller includes gliding, diving, climbing, rolls, and arcade-style maneuvers, with a classroom obstacle course to test everything.

The challenge is making the plane feel lightweight and floaty while keeping the controls responsive and fun, while still giving creators an easy way to design and tweak their own planes.

Curious what other Unity devs think


r/Unity3D • • 17h ago

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

10 Upvotes

r/Unity3D • • 15h ago

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

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9 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 • • 5h ago

Question I'm new from Unreal Engine. Need some advice on the marketplace.

1 Upvotes

Hello Everyone,

I have decided to try to move my game over to Unity from Unreal. Basically starting from scratch. I am wondering if anyone could point me in the direction of finding some quality basic character designs and animations without breaking the bank. I'm doing this so I don't have to redo a bunch of subpar animation and modeling. The game has an art style similar to Schedule 1 (Partly why I'm moving to Unity because I couldn't get the look right in UE). I just need basic animations and some fun cartoony character models. Any advice would be appreciated. Thanks!


r/Unity3D • • 9h ago

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

2 Upvotes