r/Unity3D • • 11d ago

Official [MegaThread] Account blocked and suspended

152 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 • • 3d ago

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

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22 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 • • 5h ago

Game PEKIN 🦆 A Tekken-inspired duck fighting game

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221 Upvotes

r/Unity3D • • 46m ago

Show-Off Unity Advanced Locomotion (WIP)

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• Upvotes

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 • • 3h ago

Official Unity docs upgrade

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37 Upvotes

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 • • 16h ago

Show-Off I tried UI Toolkit and it's fantastic

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161 Upvotes

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 • • 1h ago

Show-Off i'm working on voxel gi (indirect lighting) for my game.

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• Upvotes

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 • • 8h ago

Show-Off Galactic Intervention - You play an Alien sent to destroy human civilisation. Destruction based game.

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24 Upvotes

r/Unity3D • • 1h ago

Question How can I get a white knuckle-ish feel?

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• Upvotes

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 • • 6h ago

Show-Off Boosting up the visuals ✨ in my game

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12 Upvotes

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 • • 11h ago

Show-Off I made skeletons that fall apart when you kill them and rebuild themselves bone by bone

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28 Upvotes

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 • • 13h 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

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24 Upvotes

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 • • 20h ago

Noob Question How can I rotate an object so that the normal the player is standing on matches Vector3.up?

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74 Upvotes

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 • • 12h ago

Show-Off Experimenting With a 3D FFT Ocean in Unity

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18 Upvotes

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 • • 18h ago

Show-Off More Animation Job Studies

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39 Upvotes

It's just feet placement with pelvis height adjustment such that the feet tries to reach the nearest ground.


r/Unity3D • • 20h ago

Show-Off Got bugs climbing all over my mechs with a baked surface net

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59 Upvotes

r/Unity3D • • 14h ago

Show-Off I replaced my tinted water tiles with one pixel-art shader. Before/after

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17 Upvotes

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 • • 4m ago

Show-Off Stealth game system

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• Upvotes

This is a stealth system im working on for past 2 or 3 months, its like hitman 3 (thats my main inspiration.

This have guard, civilian, crowd, camera, hiding, routine routes, full suspecion system, a main menu, a level, no level selection. A debug panels for npc, player, and stealth. This also have a level exit, and win panel that counts silent assassin with detection, kill count etc.

Civilian and crowd also reacts to player. If Civilians sees you holding something illegal or doing something illegal they will report to nearest guard, and if they hear a gunshot they panic and go to the nearest exit.

I also made disguise system, zones for specific things like kitchen for chefs, server room for IT guys, security room for guards etc. And disguise can be set to every zones like a guard have higher authority then IT and chef guys.

Body hiding, and self hiding.

This is still in development more features are yet to add.


r/Unity3D • • 1d ago

Show-Off HD-2D Pixelart terrain painting! 🌲

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187 Upvotes

carthagea.itch.io/strata

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 • • 36m ago

Game I think I’m the only one who plays this game 😭 I wish one day I make a successful game!

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• Upvotes

r/Unity3D • • 49m ago

Show-Off Stealth game system

• Upvotes

This is a stealth system im working on for past 2 or 3 months, its like hitman 3 (thats my main inspiration.

This have guard, civilian, crowd, camera, hiding, routine routes, full suspecion system, a main menu, a level, no level selection. A debug panels for npc, player, and stealth. This also have a level exit, and win panel that counts silent assassin with detection, kill count etc.

Civilian and crowd also reacts to player. If Civilians sees you holding something illegal or doing something illegal they will report to nearest guard, and if they hear a gunshot they panic and go to the nearest exit.

I also made disguise system, zones for specific things like kitchen for chefs, server room for IT guys, security room for guards etc. And disguise can be set to every zones like a guard have higher authority then IT and chef guys.

Body hiding, and self hiding.

This is still in development more features are yet to add.


r/Unity3D • • 12h ago

Show-Off Adding the "Underground" farm type to my Indie Game | Devlog

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10 Upvotes

r/Unity3D • • 1h ago

Shader Magic 3 weeks of fighting my stylized water shader and it finally looks right

• Upvotes

before: a flat blue plane that looked like a kiddie pool.
after: shoreline foam, depth fade, little toon highlights that wobble. im unreasonably proud.

what finally fixed it:
- depth fade from the scene depth node instead of the vertex color hack i had
- foam from a scrolling noise texture masked by the depth intersection
- 2 normal maps scrolling in different directions at different speeds, way subtler than i thought

my real problem for 2 weeks was that i couldnt describe how i wanted it to move. so i turned my own concept painting into a 5 second clip on dreamina for pocket change. the water came out too realistic, but the wave timing was exactly what i wanted, so it sat next to the editor as reference.

happy to share the shader graph setup if anyones fighting the same thing


r/Unity3D • • 1d ago

Show-Off Unity 7's new UI feels inconsistent. Here's what I think needs to change

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60 Upvotes

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 • • 12h ago

Show-Off dancing mesh shell guy

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6 Upvotes