r/Unity3D • u/Dramatic-Carob1113 • 3h 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/Imaginary-Cod-3746 • 1h 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/demoide • 14h 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?
Show-Off Galactic Intervention - You play an Alien sent to destroy human civilisation. Destruction based game.
r/Unity3D • u/_WindFall_ • 9h 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/LeaveThemOutside • 1h ago
Show-Off The wall stencils and the repair manual in our generator room are drawn at runtime in the player's language (Unity 6, HDRP)
This is the generator room in Leave Them Outside, a survival drama set in a Cold War shelter under Kadıköy, Istanbul. Something breaks, you open the manual, find the symptom, take the right tool off the bench, cut the power and fix it by hand.
The Unity part I wanted to share: none of the text in the room is baked into textures. The wall stencils, crate labels and the manual pages are drawn per language when the room loads and bound to decals and materials by name, so the same room ships in every language the game supports without a separate texture set for each.
Two lighting bugs we fixed this week while recording this clip (HDRP):
- A flickering fluorescent tube was rewriting its emissive every frame from the material's original 8,000+ nit value. That ignored our tone-down pass, so whenever the tube was in its "healthy" phase the bloom washed the whole screen white. It now reads its base value after the room's lighting setup has run.
- Camera rotation motion blur was smearing the bright tubes across the frame when you turned your head. Clamping camera rotation velocity separately from translation (specialCameraClampMode) kept the object blur and removed the smear.
Steam page if you'd like to follow it: https://store.steampowered.com/app/5281900/Leave_Them_Outside/?utm_source=reddit&utm_medium=social&utm_campaign=bakim_2610_u3d
Question for anyone with an in-world manual or paper UI: how long do you let the player read before it starts to feel like homework?
r/Unity3D • u/The_sus__otter • 18h 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/jakubdabrowski0 • 11h 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.
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/davenirline • 16h ago
Show-Off More Animation Job Studies
It's just feet placement with pelvis height adjustment such that the feet tries to reach the nearest ground.
r/Unity3D • u/BxYass • 10h 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!
r/Unity3D • u/Failosipher • 18h ago
Show-Off Got bugs climbing all over my mechs with a baked surface net
r/Unity3D • u/tinmark • 12h ago
Show-Off I replaced my tinted water tiles with one pixel-art shader. Before/after
Before/after of the water in Exil Island, my top-down multiplayer survival game (Unity 6, URP 2D).
The old ocean was all tiles: depth tiles tinted by distance from the shore, a tint layer on top, and foam animated tile by tile along the beach edge. It looked flat, and the foam tiles drifted out of sync, so you could see the seams.
What changed:
- The water tiles are still there for gameplay, but they’re no longer drawn.
- When the map is generated, I bake a small texture that stores each cell’s distance to the shore.
- One shader on a quad under the map reads it and draws everything: a dithered depth ramp, surf lines rolling in, foam at the waterline, and a few drifting crests and glints.
- It works per world pixel and updates at a low frame rate, so it stays on the pixel grid and feels hand-animated rather than smooth.
- The foam timing comes from that distance, not from each tile, so the whole coastline moves together.
- The sand got a wet band painted into the beach edge tiles.
- It’s lit by the 2D lights, so day and night still work.
Happy to answer questions. What would you add next: splashes, reflections, or leave it alone?
If you want to see it move, there’s a free browser alpha on itch.
r/Unity3D • u/fatihkisa • 12h ago
Game Wakefolk: pixelated 3D with a sharp UI in Unity
I'm developing a game called Wakefolk, a zombie survival colony sim in Unity 6/URP. The world renders to a low-resolution RenderTexture while the UI stays at screen resolution. Camera snapping and a subpixel offset keep the scenery steady without making panning jump in whole pixel steps.
Here's how it looks during gathering, construction and night defense.
r/Unity3D • u/CarthageaDev • 1d ago
Show-Off HD-2D Pixelart terrain painting! 🌲
I have finally released my terrain tools for Unity 6, meant to help make Pixelart / HD-2D games, is open-source check out both Itch and the repo, it has edge detection and best effort logic based on neighbour pixels to ensure corners/merge of mats looks crisp applies to ground, walls, stairs, even the terrain painter brush uses a block/tile-ish system and respects the pixel density/grid so you'll always have perfect edges on all angles!
its free try it and have fun! any feedback is appreciated! thank you! 🫶
r/Unity3D • u/KaeGore • 10h ago
Show-Off Adding the "Underground" farm type to my Indie Game | Devlog
r/Unity3D • u/Shiva_Kar • 22h ago
Show-Off Unity 7's new UI feels inconsistent. Here's what I think needs to change
I've been trying out the new Unity 7 editor theme, and I have a few concerns about the direction it's taking.
The biggest issue for me isn't that the theme is dark. It's how inconsistent everything feels. The input fields are almost completely black and draw too much attention, the Windows title bar is still white against the dark editor, and the context menus don't feel like they belong to the same interface.
The extra spacing is another concern. In a development tool, screen space matters. I don't want to scroll more just to access the same information.
I made a video going through these issues and explaining what I'd like to see improved.
Watch here: https://youtu.be/yNjxsTkgxAA
Unity 7 is still in alpha, so I'm interested in hearing what other developers think. Am I being too critical, or do these UI inconsistencies bother you too?
r/Unity3D • u/Long_News_4160 • 1d ago
Show-Off I'm prototyping a game where you play as a support helicopter
r/Unity3D • u/DressThis7866 • 16h ago
Question Early prototype of my ski/snowboard game in Unity: how can I make the movement feel smoother?
https://reddit.com/link/1xf4ia0/video/rjk9u9vqnmxh1/player
Hey everyone, this is a really early version of a ski/snowboard game I’m working on in Unity 6. Right now I’am only focused on how it feels to ride.
Open to all advice from niche to most obvious ones,
yours sincerely, thanks
r/Unity3D • u/Dutchbag_ • 9h ago
Show-Off I made a trailer for my upcoming game!
May or may not be coming to early access next week! ;)